Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
Am I the only one who think decay isn't such a bad idea? It adds actual consequences to fighting, if there's no decay then why not go battle over and over again, endless battles for everyone, and why not use your best armor and weapons all the time? With decay you have to choose your battles, know when to give up and perhaps save your better weapons/armor for a more worthy battle.
Why are people so afraid of consequences?
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
Actually, to be more clear. Shouldn't it be noted that it's Imperial and Rebel faction NPC's? Not ALL factioned NPC's?...
I want to know who the Blizzard Entertainment mole is at SOE...honestly!
No way could a group of presumably educated people, time and time again, intentionallyDROP THE BALL!
Let me explain briefly why your "Imperial Crackdown" is actually "Player Smackdown".
OK, let's first address the obviouse...Players DO NOT WANT 1% DECAY ON INSURED ARMOR! Can we all agree on this? The current decay rate of armor, due to INSURED death decay, is rediculous. The amount is especially unacceptable during PVP. ThunderHeart clearly can at least somewhat understands this by his statement:
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.
So, get rid of it! I feel adding an additional Faction Based Insurance is a huge mistake with very long term and short term problems. Armor should not decay if insured...period. Why is armor NOT being removed from insured decay and instead a factional based insurance added? If clothing is somehow linked with armor, then have clothing take damage like armor.
Faction Based Insurance will hurt the very professions that have been targeted for "Needing Love too". Many people have brought up the clear point that the "Imperial Crackdown" will especially bring grief to crafters, entertainers, and others who lack Faction Points by opening them up to attack. They lack Factions Points, and will lack the 24 hour Factional Blanket Policy. This is only the short term effect.
The long term effect for Crafters will be a lack of resources. Who knows players better then players (without the obviouse answer of God and SOE Devs...)? I'd say players...I'm one, everyone here is one, and ThunderHeart at least used to be one, and probably still is. So...tell me, how will most players use this Factional Blanket Policy? I'll tell you because I have it allready planned if I even stick around. Forget the stupid animal missions...I'm insuring my stuff and only doing faction stuff! 6K missions are 6K missions...so why risk my armor on stupid creatures and gathering resources when I don't have to worry about it as much when grinding faction missions? From now on...I'll get my exp by killing faction targets because it's cheaper in the long run. Why risk going to Yavin4 to kill Woolamanders for some armorsmith to have good wooly (If it's good at the time) when I can just buy insuance with FP, collect credits, FP,exp, and not worry about losing huge amounts of my "armors integrity" in the process? Shure, there will no doubt be hunting parties, but the problem is just being shifted instead of being fixed. Armor is much too preciouse now, much more after this, to risk losing it on a week long hunting trip.
No doubt, many people will figure this one out. Guess what this does to armor prices? Now guess how many more people will "Play it safe" reducing resources and thus increasing inflation. Armor resources less common, demand for armor less, and having sliced items increasing the risks...so now, armor will degrade as it always should have, but not double risk only on Faction Missions. Great Idea!
Everyone is effected by this. Every profession, every faction (especially Neutral), every race, everyone. Not for the better!
Thunderheart,
I know you are in a position...we all are many times in life, but this is one for you to stand tall and let the chips fall where they may. Your players DON'T want certain things to decay after being insured. Decay is fine, expected, and should be in the game...but certain things have not, do not, and will not work. Take a stand and don't back down. You are falling into a trap you can't escape if you don't. Trust me...it's better to do what you feel is right then bow down to overwhelming pressure from the people you work with (and I'm not talking about players....WE are your job). YOU know armor and other things that lose 1% decay is just wrong...you know that! Stand for it! This "fix" seems like you are settling for something...seems like you have your hands tied. Forget that man...the gaming community has way more respect for indeviduals and companies that LISTEN to thier players. Forget the **edit** money and remember your Brethren!
You'll have better opportunities then shoveling coal on the Titanic...
Stand for the people you represent.
Cyc66 writes:
Am I the only one who think decay isn't such a bad idea? It adds actual consequences to fighting, if there's no decay then why not go battle over and over again, endless battles for everyone, and why not use your best armor and weapons all the time? With decay you have to choose your battles, know when to give up and perhaps save your better weapons/armor for a more worthy battle.
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It would be a major improvement if something that "isn't such a bad idea" could be replace with something that is a good idea.
There are already consequences with PvP death, you are loosing faction, you are tranfered off the battlefield, you have been wounded, often incapped and wounded several times so your HAM bars are often completely black, all your buffs that took time and sometimes hard credits are gone, your weapons and armor have taken damage from use, possibly your vehicle has been destroyed, and with the new release you can not stop the destruction of a base for five minutes. Frankly, all this alone would have me thinking "is it worth it" but on top off all this they throw on another 1% damage from a death you paid insurance for or 5% damage if you didn't on almost everything in your inventory. Now people are asking that they remove just the extra cloning damage and to me, that seems like a very reasonable request and pretty minisquel considering all the other stuff that happens upon death.
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"
I liked the beta corpse run feel best, made death interesting and seeing corpses around was entertaining to some degree. But in a PvP situation this might not be a good idea unless you made a multi insurance system such as Item Insurance (Recovery of items) and Decay insurance since that was added after beta. Both types would be covered in PvP while optional choices in PvE.
Even so I believe a fair amount would be the following:
- Overt – 0 Faction point Cost, 2500 credits for the day.
- Overt – 500 Faction point cost, 7500 credits for 7 days.
- Covert – 100 Faction point cost, 2500 credits for the day.
- Covert – 1000 Faction point cost, 10000 credits for 7 days.
Now overt insurance only covers you when overt and covert only covers you when covert. They are two different types of insurance and the use of one is totally dependent upon your overt/covert status at time of death.
Also note these costs are based on what I would probably pay as a character with general items – minimal armor. If it goes to much higher I would just take the hit on my items and not bother. If I was to go into battle with awesome armor I would always buy it at this price.
Instead of having a (i) by items under the declared / covert status character panel display show something like Items Insured – Hours Remaining ### or Danger Items are Uninsured!.
Personally I don’t want people playing in PvP that don’t want to really be part of it. Unlike most players that want everyone I much rather have only those people that really want to participate in the PvP GCW and enjoy it. And I personally think coverts shouldn’t be anywhere near a large PvP battle or base battle, everyone should somehow end up Overt as if it were a battlefield and you had to declare your side.
Also a good reason to have cost/decay in PvP is to make players think about what items they take into PvP. If there is no loss then everyone will always take their best items, which is okay if that is what you intend to allow players to do.
BravenIrish wrote:
tell me, how will most players use this Factional Blanket Policy? I'll tell you because I have it allready planned if I even stick around. Forget the stupid animal missions...I'm insuring my stuff and only doing faction stuff! 6K missions are 6K missions...so why risk my armor on stupid creatures and gathering resources when I don't have to worry about it as much when grinding faction missions?
Thunderheart wrote:
- 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?
The question seems a little off topic for the thread, but I'll bite anyways.
- losing faction (upon death),
- losing credits (re-insure after death),
- suffering decay (1% upon death), and most importantly
- gaining a TEF (within city limits!) or being forced into going Overt