Development Cycle Archive

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

ZahrIna
Tue Feb 03, 2004 4:24 pm
#40






Isacoast wrote:


Second, when you're clothes reaches 0 YOU CAN STILL WEAR IT. It only affects Bio-Engineered clothes.


Next...





Enhancements are not affected. Makes it even worse.




Zahr'Ina :::: Formerly of Everquest~7th Hammer (4yrs), Everquest II~Steamfont (launch) and Starwars Galaxies~Eclipse (Launch). Choosing to ENJOY my playtime. :::: I wish nothing but happiness to all who remain. Ran out of patience: 6/15/05. Husband and wife team. Four accounts and two station passes, terminated.
Leiser
Tue Feb 03, 2004 4:25 pm
#41






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.








You obviously are playing the game in your own little world and dont realize how much money armorsmiths make and sell ALL THE TIME.Plus tailors dont get anything out of this, clothes are wearable after 0 decay..LOL
Abominable-TCO
Tue Feb 03, 2004 4:26 pm
#42






Toxotes wrote:
*sigh*






yep and I was looking forward to some PvP too!



How about changing the way deathblow operates for either PC or the AI. give it a new command call that is different in name only etc that way it can be logged, I am sure some info gets sent when things activate the DB command add a flag somewhere! There are 2 ways a PC can directly kill another PC from memory, manual DB and sniper shot for riflemen, surely seeing as these 2 events are manually activated one could tag some flag onto the information screen identify that it was a PvP death. Now I am forgetting the 3 incap method but if you declare this as greifing (of which I see no other way of describing it) and allow us to report players for that you could leave the 1% decay on that as I have no idea how you would detect this was caused by a player or not, either that or drop the decayon the 3 incap death overall which I dont think is likely to happen(this should in my opinion be the only real hard thing to detect as all other scenarios require a PC interaction which should be traceable).


Sure this may not be as easy as it sounds but when things decay no matter what then its not like there is much incentive to do anything other than PvE because then at least you get paid so you can replace your stuff.


Or as an alternative nuke the 1% insured decay until you are able to differentiate between PvP and PvE in the vain hope of resurrecting PvP & the GCW in this game!




--------------------------------------------------------------------------------
Quagga's TCO Weapons Depot

Based in the Player City of Draicco, Talus
{I am on the map and have a shuttleport as a doorstep(2980 1331)}


palladiumleader
Tue Feb 03, 2004 4:26 pm
#43

Armor already decays fast enough, weapons aren't included in the decay system, and clothes last a long time with this system. Remove the 1% decay for all armor (keep the 5% if uninsured) for any type of death,and it will all balance out.



Imho Teppa
Former Mayor of Dark City
Former Member of the Council of Seven
Current Loyal Grunt of Pax Imperius
FallOut1214
Tue Feb 03, 2004 4:26 pm
#44

Thunderheart, could you please pass along to the DEVs that it's fairly obvious that a lot more people would get involved in the GCW if there were not decay from a PvP death? Or at least not make armor decay in that instance since, despite getting much more repeat business now with decay in, Armorsmiths find it necessary to charge out the A$$ for PvP level armor.

And with the Crackdown coming this is even more reason for Rebels who don't actively PvP to go neutral. I can take on five Stormtroopers. I can't take on those Stormtroopers with their 1337 d3wdz backup camping cantinas just waiting for their opportunity to gank a scanned Rebel.

In fact, screw it. I'm just going to buy enough FP to go Imp and become an officer so I can completely circumvent this so-called content that is the Crackdown and be a Master Smuggler for no skill points.

How utterly disappointing...



__________________________________________________
Rayvik Garrison

Thank God for WoW.
Numen
Tue Feb 03, 2004 4:27 pm
#45

Could a dev please explain why armor decays and weapons don't?


I've always heard to reason is because weapons decay on use already. If this is true, someone needs to tell the devs that armor does this too.



So instead of losing maybe 500 credits each death because my weapon decays I lose 5k credits when all 9 pieces of my armor decays. Armor is one thing that crafters have a hard enough time keeping in stock right now.



Amandil Morier - Tempest - Master Chef
Keiyla
Tue Feb 03, 2004 4:27 pm
#46

People have already said what I wanted to say, for the most part. Decay only effects BE clothing, not regular clothing, since regular clothing just goes to 1/1 condition and is still wearable. Weapons don't decay anyway and are not insurable. If you meant armorsmiths, the normal decay of armor in battle keeps them in business just fine.


The only thingI really have a problem with is my crafting kits, which are NOT insurable, but DO decay, and the condition of the blasted things isn't shown anywhere except after cloning. Even then, there is no way to tell how many condition points are remaining until it won't bloody start crafting anymore.


And if you mean to tell me that the sole purpose of a 1% decay when insured is so that artisans can keep selling crafting kits, then all I can say is, I must have a completely different paradigm of thinking when playing the game than the developers do.


I know you're going to bat for us and trying to convince the devs this needs to go, TH, but can you please at least give us an argument that my 5-year-old child advisor can't see through?
Tal-N
Tue Feb 03, 2004 4:28 pm
#47




The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death"



The obvious solution is to have something look at what delivered the deathblow to the player, it's easy to tell what is a mob and what is a player because players in PvP will have a system message sent to them to inform them they killed someone. That can be what you tie the additonally programming in to look for. If however they die from incapping 3 times in a row then it's just a case of looking at who cause damage to them last.


Not saying it's easy, but it is possible.





Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

FofiWibler
Tue Feb 03, 2004 4:29 pm
#48






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.





Weapons decay already with usage - weaponsmiths will always get repeat business. Armor decays with usage - armorsmiths will always get repeat business.


So we need to find a way for clothes to decay. Is it difficult to get them to decay over time and usage? If I'm shot at, I'm sure my clothes are gonna start falling apart - maybe a decreased decay similar to the current armor decay.


Current items that do decay that don't make sense to me are camp kits and survey tools. Novice scouts and artisans have the ability to make these without any experimentation - why should they decay if the reason for having decay is to have a market for repeat business, yet they can be made by anyone with the novice skill. I can understand crafting kits decaying, because they have experimenation on them and master artisans can have repeat business with them. But can we have the ability to see the decay on these items while in our inventory? This way if we want, we can make a new one before its unusable or we can go out and buy another.





Fofi Wibler ² GLA Officer ² Master BH ² Master Carbineer
V Vendor Located in Qal'Trel, Corellia (WP coming). V

Reclusenet
Tue Feb 03, 2004 4:30 pm
#49








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.









Now THIS is an even BIGGER crock. First off weapons dont decay after death so this has NOTHING to do with Weaponsmiths.


Second, when you're clothes reaches 0 YOU CAN STILL WEAR IT. It only affects Bio-Engineered clothes.


Next...







lol makes you wonder what game these devs are playing. I mean come on, this is pretty bad.




~ Recluse Viramor ~

account cancelled

Imperial Colonel

MikeSty
Tue Feb 03, 2004 4:30 pm
#50

Oh goshdarn (not what I really wanna say).


Just throw out the 5% decay. Make ALL uninsured decay only 1%

OR

Switch to a use-based system. Armor decays enough in PvP these days as others have said, why not make clothing and other things do the same?

Also, PLEASE REMOVE DECAY FROM CERTAIN THINGS THAT CAN NOT BE REPAIRED!

This means tools! Or make a Tool Repairing Tool.. but then you'd have to make a Repairing tool repairer...

I'm also curious how "PvP death" is separated from "PvE death".

If you say anything at all about "it triggers upon deathblow by a player", I'll lecture you into the next millenium



~Sty Cygnus - ICECRUSHA - THE KING OF NIGERIA~Tusken's Bane City/Cantina Coordinator, Mos Compton Thug, Cui Unit Extraordinaire.Cui-Unit in the Hizzouse

EUTHANIZE
Tue Feb 03, 2004 4:30 pm
#51

I understand the "clothing" pitch about repeat business, but trust me, ... weapons degrade just fine with usage/repair (and of course, "repair failures").


Okay, as much as I hated corpse runs in EQ (and SWG at launch) I actually would like to suggest the following:


1). Death w/ no insurance (regardless of clone location): Old-style corpse run. You can clone naked (or wait for rez), and follow your WP back to your corpse (that is, of course, IF the old bugs of lost items is fixed).


2). Death w/ insurance, but no local clone facility: You clone fully clothed at the local clone facility, but suffer decay.


3). Death w/ insurance + local clone facility: You clone fully clothed, zero decay.



As stressful and time consuming the old corpse runs used to be, I really gotta admit it sets a certain level of "excitement" to the game. As much as the current system of "dying" tries to exert some penalty, it never really has the same feeling as the old system.


Just my 2 creds, ...


- Grym Reepa
AnXdiety
Tue Feb 03, 2004 4:31 pm
#52

How about having decay removed from ARMOR the same way it is removed from weapons? Armor already has decay through usage just like weapons do. Having decay through death and usage only causes it to decay a double penalty.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

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