Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
not bad...24 pages of PISSED off people in less than 24 hours...GREAT JOB SOE!!!!!!!!!!!!!!!!!!
Thunderheart wrote:
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.
Personally I don't buy the statement that we need decay for the Armorsmiths and Tailors. I was a Master Armorsmith. Itwas the 2nd tradeI mastered after Artisan. I couldn't make armor fast enough. Now even a moderate set of composite is around 300k.
As far as Tailors go the guy that posted above stating that you can still wear clothes even though the condition is 0 is correct. So there goes that explanation as to why it was changed. Until that is fixed decay isn't helping a tailor at all on anything other than clothing with stats. How much of the market is clothing with stats? I have several sets of clothes and only one set has stats. I only used that when I was Master TKA.
SOE sent an earthquake into the game when the gave free holocrons out resulting in needed trades being dropped to chase Jedi only to change the system shortly after.
Keep up the good work.
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.
You will note that this statment was GLOBAL and NOT-PvP specific. This sentence meant, if you insure, whether you were killed by Bobby Rebel or by a kreetle, THERE WILL BE ZERO DECAY. Therefore, needing to distingush in the game system between PvE death and PvP death was not an issue. This applied to ALL DEATHS.
That meant finally I could dust off my LOOTED (non-craftable) Nightsister bracer with +8 ranged defense and +13 disease resistance that has 52/77 condition and decays 1 point each time I die, that no tailor or armorsmith can craft and helps nobody when it decays to zero, and actually USE IT.
And now, after I have shared this information with my entire guild and many online friends who do not read the forums, who were ECSTATIC about the change, it has once again been modified.
Also, PLEASE explain to me how 1% decay benefits anyone?
Tailors don't benefit. Clothing at 0 condition is still wearable, still holds any mods that it had from BE tissue or clothing attachments, and still appears exactly the same as 1000/1000 condition clothing. The item does not "poof." Tailors make NO money off of the current decay system. They make money like they always have, from people who want a new look. I have several sets of 0/1000 condition clothing. They all still work. I NEVER insure clothing. Nor do I buy clothing to replace my existing clothing. I only buy things for a new appearance.
Armorsmiths don't benefit. Their work still decays through usage, all death does is speed up the process a bit. If I use my suit of composite in battle, it will take damage and eventually be rendered useless through normal usage. The 1% insured decay is nominal, and ultimately does not benefit much if at all.
All I see this system doing is hurting people who have rare/loot items. The non-craftable robes that drop as loot (look at FS NPCs if you don't know what I'm talking about), Aa'kuan clothing items (built-in mods, loot-only), the Nightsister bracer, the forthcoming new Imperial clothing in the theme park (AT-AT suit, TIE suit), even the Wookiee Life Day Robe. These are the things people actually care to NOT have decay. Because everything else is replaceable. These are generally not, because they are NON-CRAFTABLE. So all you do is hurt the people who have been rewarded with decent loot and tell them they can either not wear them or not ever die while wearing them. So nobody will use these unique things out of fear.
If you want a money sink, fine, I would insure all my important goods upon each death, even in PvP, if that meant they wouldn't decay at all. But 1% decay means all my neat stuff sits in a museum, and I look just like everyone else. And I also feel lied to, like I so often do when I read these forums. This time, it was made public for so long you should have no choice but to impliment it like it said:
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.
PvP AND PvE.
It's still promoting the GCW. and it let's people PvP without incredibly harsh penalties.
yes, you will see an increase in faction-related mobs, but as a result, we will be seeing a lot of TEF's and a lot more PvP.
Thunderheart wrote:
Gravez wrote:
So how do you lose Rebel or Imp faction inPVP when you die if the game can't tell the difference between PVE and PVP death?
Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)
Dont think of the system process death, the challenge is in measuring what kills you - - a laser blast is a laser blast and a slash from a blade is a slash from a blade.
Guns don't kill people...... I do.
24 pages of complaints...
I think that says it all, oh and just in case the devs cant read
REMOVE 1% DECAY NOW LIKE YOU SAID YOU WOULD.
Otherwise you will find that a lot of people will start to mistrust you (some already do, but after your announcement in this thread a heck of a lot more people will start mistrusting you too), player-dev relations will break down further and thats bad for a mmorpg.
kthxbye...