Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
Thunderheart wrote:
*hangs head*
Nope. It really was wishful thinking...
They removed the need to insure after each death. The 1% decay is tougher to do technically, though I wont give up.
The biggest obstacle to that is if nothing decays then Tailors and Weaponsmiths don't get repeat business...and we need to love them too.
Sorry TH,but I don't buy it. I really don't think that armorsmiths and tailors got a huge influx of repeat business due to the 1% decay.
would someone please the lube. I have run out. /sigh
YOU GOTTA BE FREAKING KIDDING ME. We are not so stupid that we belive this bs exscuse that it cant be put into the code. Unless something changed from the last time a rebel soldier killed me i didnt lose faction points. I lost armor but not faction. When a player kills me i lose both. Also the system doesnt know what kills me. Comeon talk about cheap programing.
Lets rename this thread Rumors/Wishlist/Lies
Take your pick
Hey THUNDERHEART
In most business's
that kind of typing mistake would have you seeing the door
Here's something to wing by the devs TH. and NO this is NOT a flame, so keep readin man!
Uninsured decay jumps to 10%. 10 deaths, your stuff is GONE. poof.
Insurance changed to a flat 100% resource cost in credits to insure. this might take some time to implement, but it's a fair system, noobs won't be hit too hard for their bone armor, the big time players won't be bothered by a couple K to isure that new RIS helmet. As a perk (to get more imps in ST gear, etc) ALL faction items are automatically insured, all the time. Same as starting items. They decay with use, nothing else, ever.
ANYTHING insured does not decay. Ever. No loss, nothing. But, with the costs adjusted (even if it must be done manually, per item, which would eat up some time but could realistically be done by one employee in a couple days) it doesn't hurt anyone. Cheap noob gear is low cost to insure...elite weapons and armor is much more so.
Make item repair based on the skill of the player using the tool. A master AS using a 92% tool should only critical and drop stats on a peice of armor once per 50 tries. Not 3 out of 4. That brings more cash to weaponsmiths and such, as now people will bring that 30K +25 bleed def shirt to a tailor for repairs, rather than risk destroying it themselves. After all, if you get a nasty burn in a 500 dollar leather jacket..You don't patch it yourself with something you bought on TV..You send it to the leather shop for a repair, at least you do if you don't want to walk around with duct tape patches all over your jacket, lol.
I'm sure it would need some knocking back and forth, ironing out, all that good stuff. But I think it would keep everyone happy. After all, it gives everyone what they need. More cash for the strapped tailors, more cash for the weaponsmiths, more money spent on a 'sink' and players get to keep their elite gear they work so hard for and save so much for. I'm sure numbers would need to be adjusted up/down/etc (I'm not a game dev, though I did do mods for D2 and Morrowind alot) but I'm sure a happy balance could be found somehow ![]()
Thunderheart wrote:
Maybe it was wishful thinking on my part, but I made a mistake in the last paragraph of the Friday Feature.
It currently reads:
The Little Things: The little things matter as much as the big things. There were many sound upgrades, improvements to the graphic user-interface and even a few minor activities for players to find. Many POI's and places where NPC's interact with each other (or NPC theaters). One of the "biggest little" things with this publish will be the removal of "insured decay" from the death penalty. Instead of having a 1% decay for items, players will have no decay as long as they have insurance.
It is being changed to:
The Little Things: The little things matter as much as the big things. There were many sound upgrades, improvements to the graphic user-interface and even a few minor activities for players to find. Many POI's and places where NPC's interact with each other (or NPC theaters). One of the "biggest little" things 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.
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.
Garva is always looking out for you guys and mentioned that it was still a little confusing.
He rephrased it and it sounds better like this...
Ok so this is what you mean...
There will still be a 1% decay penalty in pvp death but you will not have to re-insure after that death.
This is correct and clearer I hope.
Message Edited by Thunderheart on 02-03-2004 07:27 PM
Thunderheart wrote:
Gravez wrote:
So how do you lose Rebel or Imp faction inPVP when you die if the game can't tell the difference between PVE and PVP death?
Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)
Dont think of the system process death, the challenge is in measuring what kills you - - a laser blast is a laser blast and a slash from a blade is a slash from a blade.
So MOBs have faction as well? Yeah ok, Im with that. But is there a Giant Gubber faction? A flitnit faction? I get killed by a Rancor - does the Rancor get 30 points of Rebel faction? I sincerely doubt it.
TH, with all due respect, do you seriously expect us all to believe that the game cant tell the difference between getting whacked by a player or whacked by a MOB, when its as plain as Jabbas arse that the game can?
What? Your trying to paint the whole player base with the same brush marked "collective stupidity?"
Most of us did not come in on the last banana boat you know.
As things stand, say I get killed by an NPC Stormtrooper. I lose no faction points, my items decay by 1% and I have to reinsure my items.
Now say I get killed by an Imp BH called "x-L337oR-x" I lose 45 faction points, he gains 30 faction points, my items decay by 1% and my insurance clears.
And the game doesnt know the difference between a player kill and a MOB kill?
Now in the new system, If I am killed by a player the 1% decay stays and the insurance does not reset. But if I am killed by a MOB the 1% decay stays and the insurance DOES reset.
And you STILL expect us to believe that you cant do anything about it!? I am, to put it bluntly, incredulous.
Its not even as if 1% is alot, but over time and with the ferocity of PvP (or at least as it should be) it adds up. This is no way to kickstart the GCW.
More importantly, its the principle of the thing. Perhaps we could deal with you moving the goalposts -but dont try and treat us all like muppets. ![]()
Take away decay.
Here are 2 solutions I thought of instead of crying I am trying to offer solutions.
1. Bring back corpse runs. With the introduction of vehicles people can get to there corpses quicker then walking, and it will offer a viable solution to the train effect in PVP, where ya clone run out die, reclone. When you clone naked with only your datapad (Where Vehicles are Stored) you go to your corpse, in battle your corpse holds the TEF for 5 minuites so if you loot it, you get flaged.
2. Armorsmiths need no love as the Armor already decays as do the fact that weapons dont decay with each death just over time with usage. So the focus is on tailors, you know the best solution would be to introduce NEW clothing lines on a monthly basis, thus adding more content to tailors with some clothing being at master level and really cool, that way people who want to buy clothes for looks get a choice, and tailors get more content. I personally dont buy clothes becuase the decayed set I have works just fine.
Thunderheart wrote:
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).
-
There will still be a 1% decay penalty in pvp death but you will not have to re-insure after that death.