Development Cycle Archive

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

Wolris
Wed Feb 04, 2004 7:18 am
#495

I tell ya, if I sent my repair car to get repairedby my insurance agency and my car still came back screwed up (even a little bit) I'm gettin a new insurance agent.



"If you need me, I'll be under my speeder."
Freakjob0
Wed Feb 04, 2004 7:20 am
#496






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


This says it all in my mind...



Drake Fege'Lya
Master Rifleman/Master Doctor
Radiant
Glzmo
Wed Feb 04, 2004 7:21 am
#497

@Thunderheart: Just change decay to 0% when insured for Christ sakes! No matter if PVP or PVE, when insured items should have no decay! How hard can it be to change the value of 1% to 0% in the code? Or did your programmers forget which line it's located because they are to lazy to add comments to their code?



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ReggaeMaster
Wed Feb 04, 2004 7:21 am
#498

Make it like this:

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.



m LAW m
Afoi Oca
un-RETIRED from SWG for 10 days




Khragon
Wed Feb 04, 2004 7:26 am
#499

Next they will say the game doesnt distinguish between overt and covert.....
Xantonos
Wed Feb 04, 2004 7:27 am
#500

I was looking forward to do some PvP



RYLAND
Colonel Ryland Larr
Galactic Response Unit
Khatovar, Lok - Chilastra
Master Rifleman/Teras Kasi

Propain666
Wed Feb 04, 2004 7:29 am
#501


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...




Your Move SOE....
kirstar
Wed Feb 04, 2004 7:29 am
#502

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





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Shidevie
Wed Feb 04, 2004 7:33 am
#503






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.



Shidevie
- Master Combat Medic
- Master Doctor
Shivanto
- Master Fencer
- Master Swordsman
Ghengis_Expee
Wed Feb 04, 2004 7:36 am
#504






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





You bunch of stupid bastages! The decay on death was a horrible idea from birth. Scaling it back from 5% and 1% was a step in the right direction. Go back there and tell those nitwits we could care less about the state of crafting anymore. There are too many of them to begin with and not near enough adventure and GCW content that actually works!





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TAfirehawk
Wed Feb 04, 2004 7:43 am
#505






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.





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Arnwald
Wed Feb 04, 2004 7:45 am
#506


Constructive alternative on decay :



Remove 1% decay on insured items on PvP AND PvE


Constructive alternative on death penality (from former doc):


  1. bring back corpse run on non insured items
  2. 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

Constructive alternative on"love" for crafters:


  1. Actual allready decaying stuff with usage :


  • armors
  • weapons
  • food
  • meds
  • vehicules


  1. 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



TY

Razorlord
Wed Feb 04, 2004 7:47 am
#507

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!!!


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