Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
That is what the update says on TestCenter, but we arn't getting this now? Is it not working on TestCenter?
Buy insurance = No Decay
Are you *trying* to keep the PvP players away fromof this game?
Corpse runs are never gonna happen again due to the simple fact they cant fix the item decay bug on corpses. Has been an issue since the start of beta, so its clear they cant figure out what the problem is. Its not worth the time to fix it so forget about that idea.
emtfl wrote:
Take away decay.
Here are 2 solutions I thought of instead of crying I am trying to offer solutions.
1. Bring back corpse runs. With the introduction of vehicles people can get to there corpses quicker then walking, and it will offer a viable solution to the train effect in PVP, where ya clone run out die, reclone. When you clone naked with only your datapad (Where Vehicles are Stored) you go to your corpse, in battle your corpse holds the TEF for 5 minuites so if you loot it, you get flaged.
Thunderheart wrote:
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
A: If you suffer faction loss from a deathit was a PvP death.
Why do people suffer decay if they insured in the first place? Isn't 2 - 3k credit loss per death enough anyway? Get rid of that at least.
-- Ypi
This is bs. Then remove decay until you can figure it out.
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.
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.
The clothes are still wearable at 0% - the only thing you lose is your SEAs.
Weapons don't get insured and don't decay.
Please just drop the 1% decay if you're stuff is insured.
-- Ypi
Here is a wild idea. Take decay all together if you are insured. Armor gets broken down taking hits.
So you have...
Armor breaking and armor needing repairs also (business for armorsmith)
Uninsured armor suffers the 5% penalty.
I dunno but to me it sounds like the armorsmith will be doing fine still. The devs have to realize how bad they are hurting the GCW with this. This should be TOP priority for them because the GCW is the very essence of Star Wars and what this game is supposed to be about.