Development Cycle Archive

Thread: Faction Insurance Day Pass: How much?

Cyc66
Thu Feb 05, 2004 6:32 pm
#495

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?



DuuRandor
Thu Feb 05, 2004 6:37 pm
#496

I think i get it now. He's saying its flagged for faction deaths and they cannot tell the difference between PvP and PvE. This may seem to be contradictory but consider this, what if you are killed by someone in PvP who is NOT of the opposite faction? They can tell if you were killed by a member of the opposing faction, and this is a PvP death. Just because you were killed in PvP doesnt necessarily mean it was a faction death however. Its a Cause and Effect type of situation here as far as i can tell. Im still confused on the issue of whether or not factionedNPC deaths will be part of the insurence. He says something to the effect that it will, but he also says it is only for PvP and NOT PvE. Does this mean it will ONLY count NPC deaths if they are a players personal faction pet and not for faction missions? If this is the case it seems that there is some way of determining whether or not someone was killed in PvP because both factioned pets and factioned mission spawns are both considered factioned deaths. Am i wrong? Am i clarifying things or just making it more confusing? heheh.

By the way... This whole factionalinsurance deal completely ignores that fact that pretty much all players agree that the current insurence/cloning/death system is not adequate and needs to be revised. Especially the 1% decay on insured death. There should at least be an option to pay a certain ammount for no decay whatsoever on death. I know it, you know it, everyone knows it. Faction armor and wearable quest items are useless as a result of this systembecause they are gone in 100 deaths and cant be replaced easily.



-Duu Randor, Starsider
I know my icon LOOKS like a stormtrooper... but i'm actually a rebel in disguise.
Aakhperkare
Thu Feb 05, 2004 6:39 pm
#497






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?...
BravenIrish
Thu Feb 05, 2004 6:50 pm
#498


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.







§BravenIrish§
Loyal Commando for 18 months
Proud member of Test Center: Commando PA
Honored member of Sandbox: Team Commando

M
Mariki
Thu Feb 05, 2004 6:54 pm
#499


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.


-----------------------------------------------------------------------------------------------------------------


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.




Mariki Lee, Ex Rifleman
Last day Dec 2nd
Death by NGE
- All Hope Gone
KaernLegorah
Thu Feb 05, 2004 7:03 pm
#500






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'm not doubting anybody, more just curious, how does the system tell a "Faction death" from a "Non-faction death" if it can't distinguish between different types of deaths?



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
Maeves
Thu Feb 05, 2004 7:05 pm
#501

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.




=============================================================
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KaernLegorah
Thu Feb 05, 2004 7:08 pm
#502






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?




You forgot to mention, that if people start running more faction missions, more people will have TEFs (or just be Overt while running missions) which will in turn lead to more PvP combat, which will farther in turn lead to a (potential) revival of the GCW.


I'm not saying that WILL happen, just a possible side effect of what you're talking about.



----------------------------
Kaern Legorah - Eclipse
Master Smuggler-Gunfighter-Wanderer
DuuRandor
Thu Feb 05, 2004 7:10 pm
#503

This has really been bothering me and the more posts i read that are in agreement with me, the more it bothers me. Why oh why do i pay insurence for CAMPS and CLOTHES.


CAMPS are often made on demand and even more often retrieved out of crates. Even if someone does have several camps sitting in their inventory and they dont insure them they will still use them before they are out of durability. So why even give us the option to insure them?


CLOTHES do not disintigrate. Even if they reach 0% with 0/1000 durability they still work just as well as they did when brand new. I havent experienced this for myself but i have heard it from many sources. Theoretically someone could never ever insure their clothes and suffer no ill effects whatsoever. So why give us the option to insure them?


As the system is now, the 'Insure all' button WASTES MONEY by insuring things such as camps and clothes. Im sure there are other types of items that can be insured but are not effected if you dont insure them.


Either make clothes disintigrate when at 0% or make them uninsurable. Also make Camps uninsurable and anything else that isnt effected by decay.


Until this is fixed... everyone DO NOT use the 'insure all' button, DO NOT insure your camps. You dont have to insure your clothes either but it might be a good idea in case they fix the clothes issue.


*fights the urge...* Urgh... must... comment... on stupidity... of 1%... decay... ARRRGH!!! WHY DO MY FULLY INSURED ITEMS STILL DECAY?!?!?! *dies*



-Duu Randor, Starsider
I know my icon LOOKS like a stormtrooper... but i'm actually a rebel in disguise.
RedMangg
Thu Feb 05, 2004 7:11 pm
#504

What is the decided direction of PvP?


Staying overt while walking around citys

This is the direction I want to go, so players can role play in this area. Your a known Imperial seargent. Rebel BH's can target you without offering duel etc, jump you, ambush etc. The penalty for this fun is nothing to the Overt if decay is removed except for natural weapon/armour decay in combat, a clone isn't too harsh. Worth it for the fun I see of being overt. I think making the overt character go anything beyond that, eg having to plan to spend faction points each day to stay in that situation without getting hit by decay is not fun.


or


Go Overt only when you have a team to plan battle, or you specifically are going to hunt down PvP action.

You have planned it so sorting out faction insurance doesn't seem to much out of the way.


I prefer the first option because it helps out those actively seeking PvP anyway as well as those that don't mind stumbling into it. Imperials going to Anchorhead will find overt Rebels, and those Rebels get the excitement of being raided and having to run for it. The Rebel wasn't seeking PvP, but its the fun of being jumped by it unprepared.

If you have to pay faction points, and you get raided by player imperials... if you want to join, first you have to go declare (because you didn't want to be overt and have to pay faction each day), and pay faction before that of course, then join in the spontaneous PvP fun.

After all that it really isn't spontaneous anymore. More like 'organised' reaction.


I'm overt most of the time because I like the fun of being jumped. But, I tend to run or dodge due to my lack of PvP skill. Give me no decay, I'll engage. But having to pay for that decay each day, knowing I may not even encounter Rebels. Well, thats not fun, its a tad annoying.
Houdani
Thu Feb 05, 2004 7:13 pm
#505






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.


Imperials should not be given a free ride as their form of punishment. Money in this game has very little value,meaning a credit penalty would carry next to zero sting.


The default penalty should be faction point loss, and the penalty should only revert backto credits when there are no more faction points to confiscate. This is an entirely reasonable proposal, particularly when you consider the plight ofa Rebel caught with contraband.


Rebels run the risk of:


  • 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

The last one is the big stinker, particularly for the majority of us who have very little desire to participate in PVP, but still desire to engage in PVE Faction play. It's Developerinduced grief!


Moreover, if the penalty is a TEFthen the penalty is even more harsh because with a TEF you can't even fire the first shot (in self defense, of course). Gah!


H.




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corril
Thu Feb 05, 2004 7:21 pm
#506



Don't do this. Lets at least keep one thing in this game consistent, can we? And right now that one thing is if you die insured, it's 1% decay, if not insured, it's 5%, no matter how or why. Everything else has gone to **edit**, at least keep this one somewhat right, ok?



Trigg Fireye - Eclipse
Master Commando
Jayden_S
Thu Feb 05, 2004 7:21 pm
#507

Faction insurance should be based upon a person's rank. Officers should pay more than low ranking grunts. Grunts are supposed to be doing the fighting ... and the dying ... so their insurance should cost the least. Since officers are supposed to be more skilled than grunts, then they're supposed to die less and insurance should cost more. An officer's life should also be worth more than a grunt's life, so insuring a life worth more should cost more. Think:movie stars who insure their thighs and various body parts.


Thisalso serves asa balance to Imperial Officers who are not affected by the upcoming Imperial Crackdown. I forsee a glut of Imperials rushing to gain officer rank so that they can avoid scans. That's fine and dandy, but if they do this then they should also pay the consequences by paying higher insurance to protect their shiny officer rank insignias.


The Highest Ranking Officer should pay something like 200 FP. The lowest ranking enlisted man should pay something like 40 FP.
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