Development Cycle Archive

Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.

Shilak
Wed Feb 04, 2004 6:48 am
#482

Thunderheart, the simplest solution would be: -


1) Remove decay of all items if they are insured. There is absolutely no need for there to be decay on insured items in the first place, and the fact that there is just drives most people away from engaging in PvP fully. Item decay in PvE situations is very very limited, personally Iusually die once a week from a PvE encounter so that 1% is very trivial and hardly worth the additional server load that code causes. PvP death is a lot more common and inevitable, so having this decay on insured items is actually just penalising players for participating in the GCW, which is the one thing you say you want more player participation in!


2) Still require items to be reinsured after each death. Leave the costs the same as they are, this gives the players a penalty for dying that is not too extreme and doesnt leave players needing to search out armoursmiths to replace items that were eaten by the **edit** design/implementation of death decay. 45 faction and a few thousand credits isnt going to force many people out of PvP, loss of armour condition due to decay has been proven too.


The other thing I often wonder is if any of the developers have ever played a MMO? Because 95% of the ideas that you guys seem to come up with have no resemblance to what the actual players of the game are after. SOE made the exact same mistakes with Planetside which led to the game failing completely (I know SOE like to deny this but the player numbers dropping to 1/4 what they were at launch is a failure in my eyes). You should be spending more time improving the players enjoyment of the game than figuring out new dumb ways of penalising us for doing the only enjoyable bits left in this game. PvE sucks, its utterly skillless and there are no challenges. PvP is too costly to be enjoyable and too poorly balanced when you cant afford to use armour within it.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

Sydony
Wed Feb 04, 2004 6:55 am
#483

2 cents from an Armorsmith.


I don't need love.


I don't need the 1% decay to make a living.


In fact, removing the 1% decay on armorwould certainly increase my business since more people would go PvPing and get their armor damaged through use as opposed to never taking a scratch on it while fighting brainless AI creatures and NPC's who will happily pound away at a pet instead.


It really should be dropped altogether from the perspective of helping Tailors and Armorsmiths.


Just have people pay to clone after each death to avoid wounds, and let that be your money sink.



Sydony Solaras - Master Smuggler
Cend Solaras - M. Armorsmith - M. Artisan
Solaras Armorworks - Apotheon /Naboo -560 -4130
dragonboyTS
Wed Feb 04, 2004 6:58 am
#484


Good work, costs a million dollars on both my servers for good armor.


Lemme guess the devs are armorsmiths?


I will not be spending much longer giving all my money to the armorsmith.. or SOE for that matter.








TheWrath - Ahazi Vendor located at 4759 -2728 on Talus

Soe: Are you a dev?
Joe Schmoe: No but i did stay at a holiday Inn express.
Soe: Welcome to the team.
Then again .. what do I know. I have a Probot and a tent. I am Invincible!
Mokhet
Wed Feb 04, 2004 6:59 am
#485


Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)






OMG again another obvious lie. TH, why are u keeping insulting us this way ?


I never loose rebel faction by being killed by NPC imperial. Neither do i win/loose valarian factionor loose/win jabba factionwhen a bloody jabba's thug kill me !!!


Are you sure we are talking of the same game ? We, here, are ALL talking of SWG, please go test at least for a minute the game you are arguing on.


Thank !


Mokhet

Deathscythe816
Wed Feb 04, 2004 7:02 am
#486

Well, I can understand them not having a way to track the cause of a death in ALL cases. yes, in the GCW you lose faction for being killed by an opposing faction member. But you don't lose FP from being inapped by an opposing member 3 times, how do you track that? What about a Neutral dying in a duel? What about a Rebel vs. Rebel or Imperial vs Imperial in a duel? You dont lose FP for any of those. The problems with tracking how you die comes into play in THOSE situations and while they are rare, they still happen and they can't say "well with this patch your items dont decay so long as you lost FP when you died, any othertime they will decay". And I've never played EQ so if they did it in that game well then what teh **edit** is with you guys and why can't you figure this **edit** out?!



-Trulak

-Colonel of the Imperial Army
n00berX2
Wed Feb 04, 2004 7:03 am
#487

just put back in corpse runs, and remove decay



lan?
LunaticFringer
Wed Feb 04, 2004 7:04 am
#488

I'm with what Shilak just said too,


As a gamer... PvE becomes more and more uninteresting the further up the scale I get to my Mastery of my Combatant Profession... even with the standard NPCs being able to use Special attacks now. And, yet, I'm completely uninterested in your PvP system because it's out of balance and because of the item decay.


As far as decay goes in game... the straight up simple way to do it is to just have decay from use and leave it at that. *your armor decays more in battle as it gets hit... than if you just walk around with it on all the time*. Just through the whole decay on death thing away. Wither it be PvP or PvE either one. The only thing we should have to really worry about is... Hmmm... Did I remember to clone or not? You want a money sink... there's the money sink... Just up the cost of cloning since it's suppose to be Illegal by content anyway!!!!


Sincerely,


The Lunatic Fringer


"A lunatic thinks outside a box and lives in one..." --The Boss





May The Goddess Smile Upon You!
Waste93
Wed Feb 04, 2004 7:05 am
#489






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).






If there is no way to tell the difference between a PvP and PvE death, then how do you know when to remove "insurance" from death. Obviously the system DOES know the difference between a PvP and PvE death. Otherwise you couldn't have insurance counted off in one case but not in another.


You also have a damage reduction in PvP. So you can tell the difference.





Colonel Waste - The Wookiee Crusader
Mandril
Wed Feb 04, 2004 7:07 am
#490

Total B.S. period. Decay still in but cloning requirements aren't? You have got to be kidding me. Armor decays naturally by use - so do weapons...and we still have to suffer a 1% decay penalty??? Exactly what for? Are you people on the SWG team just sadists by nature? Oh wait - you came up with the Jedi system - answers that question nicely. Don't you people understand anything? Sure, even I could see a 1% decay for uninsured death - but 1% decay for insured death stays? For the love of...


I was looking forward to getting back into PvP after Publish 6. Not a chance of it now. I was hanging on until the space expansion. Very little frelling chance of that now.


Not only does SWG well and truly deserve CGW's "Coaster of the Year Award", its management and developers deserve a special one as well - lets call it the "Necks Who Most Resemble Foreskins Award". The SWG team earns that one hands down...and heads up.






"Now with Force Sensitivity!"




Arnwald
Wed Feb 04, 2004 7:11 am
#491



Hello SOE wake up we'd like an official word here so we couldrest and say5 starts for listening to the players community.


Aren't you supposed to make this game fun?



==> Remove the 1% decay on insured items on both PvP and PvE



JediKozel
Wed Feb 04, 2004 7:12 am
#492

looks like devs put their foot in a mouth on this one ...


time to grind enough cash for the next set of armor ...







Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
CyberFett
Wed Feb 04, 2004 7:13 am
#493


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.


If this is true how is it determining that you do not have to reinsure items after a PVP death if there is no way to tell?


You want an alternitive. Make it so there is NO DECAY if you are insured. Very simple..........


/sarcasm But on second thought lets just debate this issue for another 2 months til the next publish OK......




General Vultan Blackstar

<DwV> Dark Warriors of Valor
Commanding Officer
Imperial Counter-Terrorist Unit
Imperial Headquarters (IHQ), Naboo
Deathscythe816
Wed Feb 04, 2004 7:14 am
#494

Oh I'd like to mention one thing about money sinks. Buying more armor/clothes all the time is NOT a money sink. The reason is because it keeps the same amount of credits in the game, it never leaves player's hands. The money sink needs to be in insurance and cloning, because when you pay to clone or insure, the money is gone, NO ONE gets it.


A perfect example is the game Earth & Beyond. There are NPC vendor's in that game but no body uses them because crafters can make those items AND MORE at least 2 times better than vendor. Now at first this was good, stuff was worth something, but the game has been out a year and a half now and none of the money is leaving player's hands. Back when the game first started if you had a few hundred thousand credits you were rich. Now its common to see people with A BILLIONand if you are below 5 million you are very poor.


The problem is because the money stays in circulation and people accumulating it through loot and missions. As a result it just floods more and more cash into the economy thus reducing the value of the single credit. You know what has happened to Earth & Beyond? People have resorted to a barter system because theres items that are not worth the 999,999,999 credit cap so they trade items instead.


Already in this game we are seeing people with an insane amount of money, 10, 20, 30 million. If something is not done about this soon this game will suffer teh same fate as Earth & Beyond economically and credits wont mean a thing, then how will crafters sell items? You can't barter with the vendor in their shop, your only option is to pay cash.


But then how do the people supplying that crafter make anything giving them resources? Credits are worthless and there's no uber loot in this game (minus krayt stuff and the like, which is very rare and only worth a lot to certain people, a Tailor has no reason to need krayt tissue, scales, or pearls).


You see what I'm getting at? If something isn't done about this, the game's economy will spiral into a black hole in which everything is worth nothing.



-Trulak

-Colonel of the Imperial Army
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