Development Cycle Archive
Thread: FINAL RESOLUTION ON DECAY: 1% Decay will be gone with the Imperial Crackdown
So did they fix he problem with clothing being as good as new when they reach zero condition problem? There is also a related one where if something reaches 1/1 condition because of a failed repair it never decays.
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What an ingrate.
TH I don't PvP hardly at all, but I'd like to thank you and the dev team for responding to the wishes of the players on this.
The fact that you continued to fight for the very players that were ripping you apart a week ago, shows why you are the right guy for this job.
These changes don't affect me a whole lot, I was rather indifferent either way, but I'm glad to know that we have someone fighting for us all the same.
You heard, you listened, you helped...
Good job TH! We appreciate it! Thank you for working with us on this!
One side comment... Although I am glad decay is gone, this does re-present one additional problem. Clone Wars. Clone Wars = People who fight in towns near cloning centers and continually die and reclone with no regard for death. This paired with the group-TEF makes it impossible for conflicts to end (until everyone just gets bored and leaves). One VERY IMPORTANT aspect of PvP is that ability to win. Endless cloning prevents this.
Might I suggest that decay be replaced with wounds.... Ex: Whenever someone clones they suffer 25% of their ham bars in wounds + 100 battle fatigue if cloned in that facility; 50% wounds and 150 BF if they are not cloned in that facility. This inflicts a death penalty, in that the person who dies has only 3-4 deaths before they have to spend some MAJOR time with doctors and entertainers, and it prevents clone wars.
It also provides a VERY MUCH needed market for doctors and entertainers, ESPECIALLY in raid groups. In order to have a successful raid in enemy territory, you will HAVE to have doctors and entertainers present to help heal those who die. Think about it...raids would start to have a behind the scenes base (added usefulness for ranger camps) where wounded players could retreat to to heal. This is both an advantage, and a disavantage, as you have the ability to heal in the field, but your enemies could also flank you and take out your healers and entertainers. I think this would add a lot of fun to raids.
Moreover, it provides a VERYMUCH needed home field advantage. If you are cloned in your local cloning center, you take less wounds than someone else who invades but is not cloned in your cloning center.
I think adding wounds and BF to cloning upon death would be a great addition to the GCW.
Well you got it half right. This should be lifted for PVE as well. I mean if its bad for PVP why is it not bad for PVE. We who do not want to participate in PVP are gradually being pushed out. I mean look at the Crack Down now even though we dont want to participate we will be scanned and penalized. I have gone from playing 6 hours or more a night at first to playing maybe an hour a week or less. The game was fun at first now because of constant changes what was fun you can no longer do. I loved logging on and if I could not find a group quick to hunt I would go by myself solo. That is getting to be more and more difficult. You are completely in my opinion trying to minimize solo play. Why?
Oona