Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
JEST3R wrote:
2) If you die as an OVERT you suffer no item decay, (the rebellion or empire compensates Overtly decalred supporters by keeping items in top shape.) This would actually encourage people to go OVERT, encourage GCW participation, and conversely discourage group TEF abuse (TEF users still suffer decay).
3) IF your an Overt for 10 FP you can buy factional insurance, so your next death while OVERT has no item decay (same reasons as stated above)
JEST3R
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Friday Feature Quote:
GCW: I also want the 1% decay to be removed for PVP.
SWG: Done. We've removed decay for PvP death. It's just the first pass though. In the future as the developers sink their teeth into the GCW changes, we'll keep the "no decay on death" in PvP, but it will most likely take the form of "Faction Insurance" or some other in-game mechanic, rather than be automatic. For now, it will just be automatic. Have a great weekend.
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What About this Friday Feature a Few Weeks Back was just an error too?????
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Thunderheart wrote:
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with this publish will be the removal of "insurance" from the death penalty in Player versus Player combat. Players will no longer have to insure their items after each death in PVP .
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The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death". I will continue to try and get the development team to remove the 1% decay with insurance. (Any good ideas from you folks for an alternative might help).
I sincerely apologize.
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How can you make a distinction between PVP death and PVE death when it comes to Insurance but not use the same check to fix decay. If you have any Brains you would realize what you say is a Lie and whoever told you is lieing.
I am sorry to say but when you SWG uses Faulty Logic to excuse their mistakes it only adds to the mistrust by the Community. According to the Friday Feature many weeks ago the 1% decay with insurance for PVP was already removed.
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Quote: From the In Testing Section of the recent Update.
PvP Death Penalty reduction: PvP deaths will no longer suffer 1% decay if items are insured after the player's death.
PvP Death Penalty reduction: PvP deaths will no longer cause items to un-insure after the player's death.
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According to the Testcenter Update what you have just Posted is contrary to what is currently in Live.
You obviously Need to Change Much more than just Last Weeks Friday Feature!
ok i was just on the test center to.. test this.
in the login under GCW, it states this, verbatim:
Now. I am really curious about this...
This is a post made by Vertexon, the Creature Handler correspondent...
Keldarin theSWG Live - Lead Systems Designer (sometimes referred to somewhat misleadingly as "the BE Dev") has agreed that pet vitality loss in PvP is not in keeping with the relaxed decay penalties now applied toward items in general. As such, he will look into getting PvP pet deaths tracked in a similar way that player deaths are tracked and prevent vitality losssimilarly to prevention of item decay for player deaths. Please note that this will most likely not be a trivial change so it could take a while to get implemented. It most certainly will not be able to make the current Publish
-Vertexon
So it seems that Keldarin believes that PvP decay upon death was trackable as is pet PvP death. Is this untrue? What exactly is going on over there?...
I also want to add...
The developer decision to punish player death contradicts the wish to encourage Player versus Player conflict. Armor is already decaying from damage, armorsmiths already have constant demand ( via tells and ingame mail ) for new armors to the point where most of them quit. I don't see ONE valid reason to punish a player's equipment for losing in combat, that single feature does more harm to the enjoyment of this game than any other bug the players will ever face. It deters players from entering PvP in any meaningful way and it also destroys the heroic aspect of the StarWars world that this game 'pretends' to be built upon.
Every game - be it online or not - needs the player to feel like a hero, to feel that as long as you know what you're doing and you 'do the right thing' you can face a challenge and either win or lose in a heroic way. StarWars Galaxies does not have this. The enemies the player faces in this game don't drop any loot that makes the encounter memorable ( apart from a few monsters, but not enough ). Hunting is a tedious task. Players also shy away from engaging in the Galactic Conflict because they do not wish to be punished if they lose in an encounter.
You HAVE to reward heroic behavior, it's that simple really. I am aware of the decision to have inferior monster loot so as not to upset the existing crafters in the game, but it does not mean you have to eliminate rewards for combat. Make some monsters drop schematics. The player would still need a crafter to make use of it in the end.
And PvP? You all KNOW that the item decay penalty is the punishment the players are unwilling to take for engaging other players and losing. Admit it was a bad idea and get rid of it. The players will LOVE you guys for making that deicision.
Not admitting if you made a mistake and treating your players like they know less about the game mechanics than you do is very bad. Everyone hates the know-it-all kid in school, and this place is not different. No Developer will have the time and energy to immerse himself in this game like your playerbase does every day. If they are telling you there's a problem with one aspect of PvP then I suggest you better look into it right now, because those players WILL give up at one point or another down the road and will leave. Worse, they will also give you a negative advertising campaign by word of mouth that is the nightmare of Hollywood right now. No two weeks free offer can counter something like that. You are outgunned in the advertising arena with the proliferation of e-mail, internet chat rooms and the mobile phone. You simply can't win this fight. The only sensible thing right now is to start - and I mean REALLY start - to listen to the Correspondents and the Veterans and try to change what is perceived as bad by the players.
Remember, we don't want an easy game. We want REASONABLE challenges. We want to feel like heroes.
Regards,
Cycler