Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
Well im hungry so please feed me not the 350 lb exec wearing armani!
Oh yea it should be free with overt status. If you are covert it should cost 20 fp with every rank you have taking 1 fp off the total. BUT that doesnt matter as this should not even be a thread.
0smspiff0 wrote:
"See. The thing people continue tof ail to realise about corpse runs...
You could possibly die near a covert faction scanner, inside a base or a mine field where multiple, camped deaths would occur. Corpse runs are not the answer..."
Which is why you insured your items when corpse runs were in... corpse runs were fine for those that chose to do them - the only issue was when you would get there and your corpse was not locatable for several hours.
Yeah exactly. That's not working fine in my opinion, that's broke. Corpse runs won't work. The terrain changes constantly due to new buildings, camps and such. Plus you have the problemI mentioned before. It's not a good idea, and it's just not doable...
OnlyMaestro wrote:
If only the Devs cared about the people paying their salaries...
We want a fun game, not an uber-realistic game.
We? speak for yourself man. I paided for this game cause itscalled Star Wars, not "OnlyMeastro's" idea of Star Wars. I want it to be Realistic based on Star Wars, or change the name of the game to Space Wars.
Thunderheart wrote:
Do you guys realize how much money people save with this? This is a fantastic bargain.
For roughly 50-100 Faction Points, players get no armor decay and 1 time pay for insurance for 24 hours? No decay and one time insurance for PvP is tens and hundreds of thousands of credits cheaper.
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.
Aakhperkare wrote:
AWThirdup wrote:
The entire 'decay' system is a joke. There was nothing wrong with the original system of insure/clone/or corpse recovery that we had in beta and release (nothing that a patch or two of tweeking couldn't have fixed). Instead of making a few backpacks and maybe an equiped weapon no-drop, you guys came up with this mess.
It doesn't help the crafters. I've not worn nor purchased a single piece of armor or clothing since decay went live. There is just no excuse to see good equipment simply ruined in a matter of a few days. Repairs are a joke (do the devs even have a CLUE how screwed up repairs are?!?!?!?!)
You took a system that at worst needed some tuning and threw it out the window. Then replaced it with a totally crap system that everyone hates. Now you're spending months refining a turd with all these clever new twists?
Step away from the pipe, devs.
Just say no.
Seek rehab.
See. The thing people continue tof ail to realise about corpse runs...
You could possibly die near a covert faction scanner, inside a base or a mine field where multiple, camped deaths would occur. Corpse runs are not the answer...
That's what insurance was for. You chose to insure or you chose to do a corpse run. If you were planning a raid on the enemy you dumped all your non-essential gear in the bank, a house, etc and insured your armor and gun. When you died you had your insured items on you..
What was your point again?
That's what insurance was for. You chose to insure or you chose to do a corpse run. If you were planning a raid on the enemy you dumped all your non-essential gear in the bank, a house, etc and insured your armor and gun. When you died you had your insured items on you..
What was your point again?
Um well lets see.They said decay was because the economy was crap and by doing this would force people to buy more things.Which is hasnt.If anything it has just cut down on the things people carry.
I really dont think decay would be bad if they just took off the 1% you get even if your insured.I mean considering when im not PVP'ing the only time i die is if the server crashes,or my game locks up which i still think is cause from there end since i have formated twice since this started happing and it still happens and it didnt start tell one of there hot fixes came out.
Oh and by the way.The way to better a economy is to put money into the hands of people who dont have it.Not to take money away from everyone.
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?
There are alot of things to consider when dealing with decay.
1) will wookiees ever receive armor? or are PSGs as good as it gets?
a) if wookiees receive armor, and in a sense every single race is able to throw on some kind of armor, then the issue of item decay as far as it is concerned for GCW is not really an issue. It almost makes sense econmicly. The best suits of armor are the most exspensive, and thus decay less, because they are more exspensive, and last longer. The cheaper sets are used for pve, and cost less, and last alot less.
b) If wookiees receive no armor, then you have no penelity for people who can use armor vs wookiees in the GCW, and this is not really acceptable. How it is now, this brings a statistic of 10 out of 10 people who would normaly wear armor would wear the armor if no decay, and 6 out of 10 would wear that armor if decay, and that seems apropriate if wookiees are stuck with PSGs.
2) is the point of insurance to be a money sink for players? a way to spend money that can't be reused?
a) if you remove decay from pvp, then there is no need to insure, if all you do is pvp. This would contradict this money sink for atleast a third of the population. Ofcourse players in pvp would rely on player rezes, or simply not pvp at all to avoid paying this.
b) if you dont remove decay, but make it so you have to reinsure every death, this will also remove the money sink, as it is too costly, and people wont waste time to sink this money on insurance. Instead they will simply use armor 1 or 2 fights, then use no armor the rest of the fights, and wont insure.
c) if you insure an item but that insurance remains constant as long as you die in pvp, and recieve 1% decay, but yet do not have to reinsure for pvp, that would make the most sense, but yet that also nulifies this money sink, as players would only insure once, and decay would make no sense, as all it does is create a need to rebuy armor a little faster, and in that entire process, the only money sink is the maintaince cost on an armor smiths factory, one that most pay regardless. Although in this option, you will see a rise in the use of insured items. Im sure not what you would hope for, but it would be the only senario that you get people to insure the most, other then one, that i'll discuss next.
*WHY INSURANCE IS BROKEN* Bottom line atleast IMO insurance on items is really not a good money sink, because players would rather avoid the GCW then have to pay this cost. the reason they would avoid this is because right now GCW means nothing to most people. There is no reward for partaking in the GCW, and pvping. So the thinking is why create the cost, when i can't possibly obtain anything out of it? So you see the flaw with this sink, its flawed because only the hardcore and dedicated (which are few and far between) would pay this cost to receive nothing but braging rights.
*do i get a chance to gain ranks, and thus extra perks by pvping?
*do i receive character building atrobutes that can only be obtained through pvp?
*more reward doing faction missions that have alot less risk, then pvping.
*what is the point of blowing up a faction base other then griefing?
*what is the point of buying stormtrooper armor other then house decoration and roleplaying?
*AT-ST has merit, but with the cost relitive to the fact that most none humans can not aford them, and their duration time is far less then their value, plus the fact that rebels have nothing like this, really makes this particulare item trivial at best.
*how can i apply my merits in PVP to PVE? other then AT-STs as explained above. Basicly we have a circle of time sinks. 1) pvp 2) get faction 3) buy faction rewards 4) consume faction rewards 5) pvp to get more faction points (note: this process really eliminates the need to pvp, as doing NPC missions yields more points)
*The only use of a faction base is something to declare off of, to pvp, to replace faction bases, or turrets, taht protect faction bases, that in effect protect your right to declare in your own town. cities have cloning centers, banks, mission terminals* This kind of thing to alot of people really seems trivial at best
the ultimate problem is no reward for pvping, fix that, and you might find people willing to sink cash on insurance.
nolan007 wrote:
Do we purchase it with faction points or with credits?
If it's for credits, I believe it should be maybe... 5,000 credits for the day..?
If it's purchased with faction points, maybe 100 faction points?
Maybe the price should be less if you purchase while you are declared?
Being declared is key to having a healthy GCW.
- 5,000 sounds a little steep. One of the reasons I was glad to hear about the change in insurance was that it was persistant insurance. I could burn through 50,000 credits in a few hours of PvP and thats where it really hurt me.
- The idea of the price being less when you are declared is interesting "on paper", but in reality, its an easy player work around. All you have to do is declare (since you are standing in front of the recruiter anyway) and declare and then buy the Factional Insurance. Ultimately, the price has to be a low, flat fee for both. There isn't really a barrier to delcaring so it really just adds an extra click for the low price.
- 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?
Thunderheart wrote:
nolan007 wrote:
Do we purchase it with faction points or with credits?
If it's for credits, I believe it should be maybe... 5,000 credits for the day..?
If it's purchased with faction points, maybe 100 faction points?
Maybe the price should be less if you purchase while you are declared?
Being declared is key to having a healthy GCW.
- 5,000 sounds a little steep. One of the reasons I was glad to hear about the change in insurance was that it was persistant insurance. I could burn through 50,000 credits in a few hours of PvP and thats where it really hurt me.
- The idea of the price being less when you are declared is interesting "on paper", but in reality, its an easy player work around. All you have to do is declare (since you are standing in front of the recruiter anyway) and declare and then buy the Factional Insurance. Ultimately, the price has to be a low, flat fee for both. There isn't really a barrier to delcaring so it really just adds an extra click for the low price.
- 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?
How about you drop this idea and have the devs do what was said in the first place. Not a week from now, not next publish, but in hotfix this week.
Since you seem to be dead set on this ridiculous idea, you're going to make it cost whatever no matter what, so why bother going against it...
100fp is too high for a feature that was already promised. If it's going to be 100fp, make it last more than one day...