Development Cycle Archive

Thread: Faction Insurance Day Pass: How much?

p4Samwise
Thu Feb 05, 2004 4:00 pm
#456






Tripp wrote:
I, carrying all my gunk, get charged 5k or so to insure if I don't shove it in the droid.

(lots of slicing tools and camp kits, etc...)

I think our average person needs 2k or so.

So if we were to give them the following deal:
10k or the equivilant value of faction points (the faction points you receive for running, say 10k worth of faction missions).
for 24 hours, that would still be an enormous benefit.





And the more of a catass you are (e.g. someone who plays for 24 hours straight, to the exclusion of cleaning the litterbox, resulting in the characteristic stench) the better a deal it is! Yay! So much for SWG being the "casual gamer" friendly MMO, as it was touted back in the beginning.



Seriously, having the cost be per-death is a good thing, because it hits people by anequal proportionregardless of how much they play per real-world day. Just take off the 1% decay on insurance so the cost is in credits rather than in time spent getting stuff replaced, stuffing it in your droid, et cetera.


Armorsmiths would have no right to complain about this change because armor already decays by use. Tailors aren't really affected anyway because clothes still look and function the same after fully decaying.


It's not like I'm some leet combat dewd who wants a free ride, either. As a weaponsmith and riflemanI find the per-use decay on weapons to be just right - often enough to require the occasional replacement or repair, not often enough to be a constant hassle. I'm glad that weapons don't decay on death - I'd rather my customers use my weapons up through actual use rather than because they happened to be in the backpack when they got killed by a warping rancor or some such rubbish.


I'm restating myself, but as far as I can tell TH is only reading 1% of the posts in this thread (and they all happen to be the positive ones - what are the ODDS?), so it seems like a sensible precaution to take if I want him to read anything I write.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Seekalaei
Thu Feb 05, 2004 4:03 pm
#457






TickTock wrote:

Am I the only one who sees this as spending faction points to safely lose faction points? I mean, you aren't going to derive benefit from this insurance unless you die, and when you die you lose faction...







Don't even waste time pondering. Any sense of negative criticism will earn you a blatent ignoring at the hands of our arrogant douchebag dev team.


TH already said it. Even if this thread grows to 10,000 posts of no, and 3 of one, those 3 dolts will get the discussion love from Thundersheep.


Pathetic.


I can't wait for HL 2. This was my first attempt at MMORPGs. Now I know why people hate them. I bet Koster's quote is now chillingly realized. Something about loving making a game people pay to hate? Not me. I got better things to do then be ignored by some wannabe dev who doesn't even play this game.


Actually TH, you should get yourself a toon going on Bria. I would love to kill you down to below the 200 cap just to hear what you gotta say then about using faction for insurance costs.




Lt. Seekealei of Bria
Brawlin' TKM with a Pike
Rebel Underground
I'm not really Rebel, I just play one in a video game.


MatBrown
Thu Feb 05, 2004 4:03 pm
#458







Thunderheart wrote:

I made very sure that it means NO 1% decay when you buy this insurance "day pass" and yes, it is for PvP deaths.





I thought you had told us there was no way for the system to tell a PvP death from a PvE death. Has that changed?


Post farther down makes it look like it may actually be for any factional deaths, not only PvP, but that raises the question, does it not apply to non-faction PvP deaths?

R2DADROID
Thu Feb 05, 2004 4:10 pm
#459






Albion_DeCrappa wrote:


For roughly 50-100 Faction Points, players get no armor decay and 1 time pay for insurance for 24 hours? No decay and one time insurance for PvP is tens and hundreds of thousands of credits cheaper.


You still fail to realize something. With the imperial crackdown coming there are many of us Covert crafters who are going to be forced into PvP (You tell me that after we get TEFd for contraband that Imperial players aren't going to come out of the woodwork for the easy kill?). Since we don't sit and run faction missions all day we only have 500-1000 FP. So in ten days we are screwed? I'd rather spend the hundreds of thousands of credits since I actually have that on hand.









Yep. Covert Rebel Tailors trying to put their brand new 100% condition clothes on the Bazaar will get scanned for having a sliced weapon on them, get killed by players, and lose 1% off of the clothing they were going to try to sell as brand new.


That's if they remembered to insure after the last time this happened to them.


If not, their brand new clothing would all have 5% wear and tare before they even leave the store.





R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
VladamirApoc
Thu Feb 05, 2004 4:13 pm
#460

HOW ABOUT SACK THE WHOLE POS DECAY CONCEPT!



Imperial - Rifleman
Arnwald
Thu Feb 05, 2004 4:15 pm
#461







Thunderheart wrote:








nolan007 wrote:


Do we purchase it with faction points or with credits?


If it's for credits, I believe it should be maybe... 5,000 credits for the day..?


If it's purchased with faction points, maybe 100 faction points?


Maybe the price should be less if you purchase while you are declared?


Being declared is key to having a healthy GCW.






  • 5,000 sounds a little steep. One of the reasons I was glad to hear about the change in insurance was that it was persistant insurance. I could burn through 50,000 credits in a few hours of PvP and thats where it really hurt me.



  • The idea of the price being less when you are declared is interesting "on paper", but in reality, its an easy player work around. All you have to do is declare (since you are standing in front of the recruiter anyway) and declare and then buy the Factional Insurance. Ultimately, the price has to be a low, flat fee for both. There isn't really a barrier to delcaring so it really just adds an extra click for the low price.



  • It seems like 50-100 faction points is a pretty good rate, but one thing that I keep thinking of is the penalty changes in the crackdown. For the Imperials, the contraband penalty was better as an "either/or" thing. Either Faction Points Or Credits. What do you think about that?








TH,


you wrote 5k creds is too much, but I'm sure you know that smugglers sells factions points for 110-130 credits the point. So it would cost us from 5500 credits to 13000 Credits to insure. Could you explain your logic on this please?


You also wrote it is a minor inconvenient to see a recruiter declare and pay the insurance . This way we are stuck with one hour Overt status and opposed to TEF exploitation.


Ty for your answer


R2DADROID
Thu Feb 05, 2004 4:16 pm
#462






TickTock wrote:

Am I the only one who sees this as spending faction points to safely lose faction points? I mean, you aren't going to derive benefit from this insurance unless you die, and when you die you lose faction...






heh I thought that too, pretty much, but hadn't put it into such clear words.




R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
OHMSS225
Thu Feb 05, 2004 4:23 pm
#463

I can play in my underwear for free.



-= Ahriman BreViary =-
OnlyMaestro
Thu Feb 05, 2004 4:35 pm
#464

Remember...Devs play in "Dev-Mode" and suffer none of the decay we do.



4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

Verser
Thu Feb 05, 2004 4:37 pm
#465

Free. My $15 a month will cover it.
LadyPirate
Thu Feb 05, 2004 4:38 pm
#466

What about the non factioned players? Can we say stupid soe?



"Duct tape is like the force: It has a dark side and a light side and it holds the universe together."
- Carl Zwanzig
CommanderFarley
Thu Feb 05, 2004 4:39 pm
#467

TH, I think one of the big problems in the communication is that the playerbase isn't sure what type of inputs you want.


Sometimes, it's a "The devs have decided we're doing THIS," and you want our ideas on costs, balance, etc.

Other times, it's, "We want to do something about this issue. Any ideas?"


The problem is, we don't often feel that we know the difference. If the decision has been made that there WILL be decay on pvp deaths, please tell us that. We may complain, but at least we'll know to focus our discussion on costs rather than whether or not it should be implemented.



And just for the record, I'd rather see ZERO decay on pvp deaths. I spend more time earning money for gear/insurance than I do actually PvPing. However, if the decision's already been made, it's going to have to be a very low faction point cost. Smugglers sell FPs for a pretty high markup, so saying that 1K FP is less than 1K credits is an incorrect statement. Anything that be traded is considered a commodity, and we need to weigh those commodities at their proper values.



Chu'ma
Queen of Corellia
Tajah' vendor location 6450 -1690 in Fallout Bay on Corellia -Pants
777erc
Thu Feb 05, 2004 4:52 pm
#468



Why not have decay inversely proportional to rank. (ie low ranks have decay, middle ranks have some, and the highest rank, though i have no idea what it is, have none) Making rank worth something and having no decay as a possibility, though not a hand out,for those who seem to care so much about it.



Narrec Plac
Chilastra
Pistoleer, Fencer, CH
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