Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
Sydony wrote:
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.
/agreed
Overt = No decay at all
Covert = 1% decay
This would encourage more people to go overt and also give the tailors, armorsmiths, artisans, etc. some encouragement to make items.
The GCW currently is a joke. You Devs essentially killed it with holos and decay. Don't you dare implement corpse runs or something stupid like that.
PVP as it stands and as it will stand is worthless.
Listen guys its very simple..
The function used to control the function uses a totally different function therefor when the Mechanic doesn’t function the equation of function vrs mechanic doesn’t equate and therefor you lost faction when you get killed in a pvp fight...
Sheesh, some people...
hmmmmm....
the engine knows who did the killing blow? and who did damage.
well.... if its a player or player pet then decay =0 else decay =1
doesnt seem hard to code to me
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.
Tailors and more so Armorsmiths already make millions of credits a week, taking away the 1% decay for insured items won't hurt them at all. In fact it only serves to encourage people to PvP and participate in the CGW. The 1% can't be that hard to change, it was only added 3 months ago. Items decay when in combat already, so this is a moot point. The whole 1% on insured items rule is flawed in itself.
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:
*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.
Just like all the LOVE you showed Architects....give me a break....read the SIG.
Remove 1% decay on insured items on PvP AND PvE
- bring back corpse run on non insured items
- make cloning a painful process :
- BF wounds (you need some love, go and watch some entertainment)
- Temporary loss of random skills (you have to recover your mind after cloning)
- High wounds on non cloned death
- Actual allready decaying stuff with usage :
- armors
- weapons
- food
- meds
- vehicules
- Improvements :
- clothes decays with usage
- tools decays on usage
- harvesters decays on usage
- houses decays with time so you need to buy an house repair tool from an architect instead of paying maintenance fees
REMOVE DECAY FROM PVP YOU @#$@(*$*@^*$@!!!!
Im not participatingin ANY pvp till DECAY is gone if i Insure.
Insuring isnt the problem. Its that stupid 1% that degrades my crafting tools that I also caryy with me when I PvP.
REMOVE 1% DECAY FROM PVP!!!