Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
2things to consider here Thunderbrother is combat skills and levels of the players and second is the enticement for more people to join PvsP. For example, you may have alot of new players or less combat skilled players who wish to be part of PvsP. If this is the case, these folks need to farm faction to buy the pass regularly and with minimal combat skills this can take some time as you end up getting lower level missions with minimal faction payout. Also, if you want to draw more people into PvsP, the costs must be reasonable.
Conclusion: Id estimate no more then 100FP maximum for a pass, and if you make it purchaseable no more then 500c.
I think the either/or is better than straight FP. This opens PvP up to more than just full time combat characters. A primary crafter may not have easy access to FP, but has the ability to shell out the credits. If this person wants to join his guild in a raid, he'd still have the oportunity toinsure and join them.
Thunderheart wrote:
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?
TH,
FP cost 110 credit if I but from a Smuggler. 100 FP to insure = 11,000 credit every 24 hour just so I can PVP?
And why would I PVP when I have to spend 11,000 credit just to PVP when I gain nothing from PVP?
I thought you guys wanted to encourge people to PVP. 11,000 credit sink does not make me want to PVP
This is insane.
Even after the dust settles from the faction point exploit, people are running around at full rank with a full bank.
Did you even consider that?
Faction points are precious. If you expect me to spend them on something not one single player wants to begin with, yoiu are out of your mind.
If you guys implement this, you will lose a lot of customers.
No one wants this!
Overt, free. Covert, whatever you want. I will not support this systemwhen faction points are not easily earned to begin with, and since the exploit has so much faction churning in the hands of those who cheated, you guys are really showing your blatent ignorance. I'm so sick of the stupidity, I simply can't understand how you retards even get paid anymore.
I will never use another SOE product again.
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?
How about "LOW ENOUGH SO THAT EVEN NEWBIES CAN AFFORD IT."
If you charge an incredibly high cost for insurance.... that you have essentially built an elitist combat system of Haves versus Have Nots.
TH-
I will make my point less wordy. you simply asked what should this cost, and i answered this, but I will answer this in a much smaller format this time.
* It would simply not matter if the price of this day pass was 10 faction or 10k faction, because little to no one would buy it.*
reason: as i explained before in a more detailed format, GCW in terms of PVP, now this is not grinding faction missions, because everyone knows that grinding faction yeilds about 10x the return on faction points, then PVPing. In terms of the GCW and pvp, their is no reward, so the mentality is simply why create extra costs? Remember to a pvper the goal is to win, so they will spend the costs on a kryt riffle, and they will spend the costs are good armor, but wont use the armor to pay for insurence or decay. Fixed costs seem more acceptable to players, while vairable costs do not. paying to pvp to receive nothing in return seems like a mute point to most people.
solution: to create a want or a need to insure, you must first create a want or need to have this viewed as a benifit. or simply put give PVP merit or worth.
example: do i use a 15k credit PSG to fight nunas?, or would i possibly use a 15k credit PSG (personal shield generator) to fight the named night sister who can drop a schematic, that is used to make a night sister lance that can be worth up to 10 million credits.
It is a potental barrier to PvP.
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?
TH are you missing the 98% that think this is a horrible idea? In essence your making us pay even more to PvP. I tried to point out logically how flawed and poorly thought out the idea is. Do your customers and their opinions matter?
It should cost nothing. Imps should be exempt, because your goal is to have them overt in the first place. Why penalize them? As for rebs, just being overt almost guarantees death and loss of FP. Itprobably will, with the crackdown imminent ... unless the majority of rebs go overt on a daily basis just to avoid decay. I can just see SWG overrun with overt rebs, the imps in hiding because everyone and their mother will be instantly able & more than willing to defend a fellow reb under attack. *sigh* The only way I see of avoiding thiswould be to remove decay on insured items for everyone,thereby removing the temptation to use the Faction Insurance Day Pass for non-PvP purposes.
(I apologize if this reiterates a previous post)
REWARDS!?
Okay this may be a stupid idea but Hey! I'll throw it out!
Can the system recognize how many kills I have in one Overt run.
Let's say I go overt....I go PVP for a little while and DB three Rebel players?
Where am I going with this??? If the game can recognize how many kills I have, then what about implementing some sort of system that also pays you for a kill with credits. So you get faction and credits. Now how much and how you get paid I'll leave that for others to decide. But if the costs were fairly good it may entice many more to PVP and to pay insurance. I could be way out there but think it would be fairly realistic. As an Imperial you go out shoot a few rebels and claim it with an Imperial recruiter. And as a thank you he hands you some credits saying...."thank you for aiding the Empire in this time of need"
What do you think guys??? If you were getting paid a decent sum per kill would you go for it?