Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
The question is why should we pay anything to PvP besides the fifteen bucks a month we are already paying? What do we get back in return? So our own equiptment doesn't decay on us as if we didn't PvP in the first place?
This is all nutz, listen to yourself when you ask these stupid questions... sheesh
Thunderheart wrote:
Do you guys realize how much money people save with this? This is a fantastic bargain.
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.
In 2-3 hours of hard PvP, a player can spend 20-50K credits in insurance andlose 10-50% of their armors integrity. No insurance at all means this stays in the game...I certainly wouldnt like that.
Exactly why many do not PvP, it is too expensive right now. Even if CM's AoE was removed and the exploit bugs removed, the cost of PvP is prohibitive enough to make me not want to play it. It comes down to a game design issue. Do you want PvP to be available to all the gamers, or just the select few power gamers that have the money or FP to do so?
You should learn when to stop digging.... Just admit you lied before.... PvP = faction death. We all know that.....
Thunderheart wrote:
Weasel7479 wrote:
so this is only for PvP...
and yet you said the other day that the game can not tell if you died in PvP or PvE...you said a blaster shot is a blaster shot....
Exactly - - which is why its flagged towards "Faction Death"
The cost to PvP now is prohibitive. One must spend weeks getting their combat skills up or they will day extremely fast to someone you can't even damage back, not even a little bit..
Then you must be able to afford all your equiptment and weapons because this is a unpaid army.
Besides that you have to spend hours to get the faction you need to even join and every time you die you loose faction. Besides all the times you are dieing your equipment is rotting away.
And why are you doing this? To defend a base that cost huge amounts of faction to create and serves no purpose what-so-ever other then you having to die to defend it.
It just seems to me that putting another cost to participate in this fiasco is kind of redundant.
Thunderheart wrote:
Weasel7479 wrote:
so this is only for PvP...
and yet you said the other day that the game can not tell if you died in PvP or PvE...you said a blaster shot is a blaster shot....
Exactly - - which is why its flagged towards "Faction Death"
And why can't I correct spelling errors in this forum?
You want to be able to read the misspelled words?
You afraid you might miss something?
Thats about a dumb as whole topic...
N4R4Y4 wrote:
Thunderheart wrote:
In the teams effort to resolve the PvP Death and Decay, what we are going to be able to implement (for publish 7), is a Faction Combat Day Pass. This "day pass" is Insurance.
You check in with your faction recruiter, purchase a day pass for faction combat (PvP and PvE), and for 24 hours, you will have no decay on your insured items.
How much do you think this should cost?
Aakhperkare brought up a great point to folks who are coming in new tothis discussion:
This is a PvP issue, Exclusively.
The "PvE" part is forwhen a Factioned NPCIncapacitates you- - NOT general PvE. General PvE will remain as-is.
Message Edited by Thunderheart on 02-05-2004 05:11 PM
Help us Thunderheart. You're our only hope.
In JustG's apology for the miscommunication, he states that the team feels that clone-inflicted decay in the right situations is an important game mechanic. I completely fail to see any such importance. Contrarily, I see this as one of the biggest discouragements to participating in the GCW. Maybe you could enlighten us as to whyclone-inflicted decay is considered important. I'm sure we'd all like to know.
In my opinion (which at the moment has no idea of the reasons why this part of the game is considered important), decay should simply have no relation to death or cloning, as it already happens with use. Also,items with less than 10 points of condition left should simply become unequippable the moment they reach that point. And finally, the entire concept of "insurance" should simply be removed as I don't see how the concept contributes to the game in a positive way.
And just in case the removal of clone-inflicted decay facilitates the need for a "death sting", consider:
The action of setting your clone data, in my opinion, is synonymous with that of making a copy of self at that point in time. Once said copy is made, nothing spare repeating the process should be allowed to alter it. By the simple logic of "copying" something, a death sting can easily be derived by way of a complete reversion to the stateone was in when they set their clone data (excluding the temporary effects of buffs, spices, etc..). Considering that no alterations can be made,the reversion I propose implies two things:
- There can be no wounds other than those already existing when the clone was made.
- XP or skills trained since the last time your clone was made should not be remembered.
Furthermore,I propose implementing the process of uploadingyour clonedata intoyour newly created clone. Such a process should take roughly five minutes (give or take depending on breed) and during this state, the following should be applied:
- Blindness, dizziness, and stun.
- All skill mods temporarily set to 1.
- All HAM bars (substats included) temporarily set to 1.
- Set back to covert, regardless if the cloning took place in an aligned player city.
That is all. Have a wonderful day.
very very well said
PLZ FIRE THE DEVS THAT CAME UP WITH DECAY IN PVP!!
NO DECAY in PVP plz