Development Cycle Archive

Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.

Thunderheart
Tue Feb 03, 2004 4:32 pm
#53






Tal-N wrote:




The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death"



The obvious solution is to have something look at what delivered the deathblow to the player, it's easy to tell what is a mob and what is a player because players in PvP will have a system message sent to them to inform them they killed someone. That can be what you tie the additonally programming in to look for. If however they die from incapping 3 times in a row then it's just a case of looking at who cause damage to them last.


Not saying it's easy, but it is possible.





Tal, I understand it seems easy, but its not. I asked and pushed and then asked again...


There is no such distinction in the system. A death is a death is a death... MOBs DB too...






Kurt "Thunderheart" Stangl
Community Relations Manager
Krayvex
Tue Feb 03, 2004 4:33 pm
#54

then how can it tell whether or not to drop the insurance on an item?



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Abominable-TCO
Tue Feb 03, 2004 4:33 pm
#55






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.








ahh well for a WS we don't actually make anything that can be insured! armoursmiths do but their armour decays already with the dmg it takes so they get a double wammy! P'ups and slicing make a weapon deacy faster so I dont think any WS really wants to have more decay added to weapons, keeping vendors stocked can be hard enough already. atm Tailors and some artisan items decay and of course camps!



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DarthNibiru
Tue Feb 03, 2004 4:34 pm
#56

Just whenI start to think things could actually change for the better.



Keep fighting the good fight, Thunderheart.




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Crazyboarder
Tue Feb 03, 2004 4:37 pm
#57

If a death is a death is a death, how will it know when to drop the insurance from dieing and when not to. Or will we find that PvE deaths will also not remove our insurance right away?


You talked yourself into a pickle now TH, either the devs are lieing and thereIS a way to tell between PvE death and PvP or this new feature will work in PvE as well.


Which is it?





__________________________________________________________
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Menial Mortar. Master Doctor, Master Weapon Smith Slave to Stony Joe.
__________________________________________________________
Aakhperkare
Tue Feb 03, 2004 4:40 pm
#58






Thunderheart wrote:






Tal-N wrote:




The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death"



The obvious solution is to have something look at what delivered the deathblow to the player, it's easy to tell what is a mob and what is a player because players in PvP will have a system message sent to them to inform them they killed someone. That can be what you tie the additonally programming in to look for. If however they die from incapping 3 times in a row then it's just a case of looking at who cause damage to them last.


Not saying it's easy, but it is possible.





Tal, I understand it seems easy, but its not. I asked and pushed and then asked again...


There is no such distinction in the system. A death is a death is a death... MOBs DB too...










Ok, then how can the system tell the difference between PvP insurance and PvE insurance upon death? Makes no sense to me. If the system can tell the difference between that, then it must be able to tell the different between PvP death decay and PvE death decay. How about an explanation there?


I hate to be overly critical, but I have a suggestion for you, TH. Try explaining things a little bit better and in more detail. How many posts do we have in this thread saying they are confused by your explanation?


And one more thing. If you guys can't accomplish something like you said you were going to...DON'T SAY YOU WILL!!!


Very disappointed in you guys, not for not being able to impliment no decay on PvP death, but for the fact that you said it would be removed a month ago and now, all of a sudden, it's not possible. How can you expect us to take you guys seriously when things like this happen all the time?


Should we chalk this one up to a communication blunder?...

SteveB0
Tue Feb 03, 2004 4:40 pm
#59






Thunderheart wrote:






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




Well you guys officially suck. I was actually looking forward to PvPing, but now you have just lost all interest in it yet again. /clap







Stilgar Vladimir
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neinnunb
Tue Feb 03, 2004 4:40 pm
#60






Thunderheart wrote:




There is no such distinction in the system. A death is a death is a death... MOBs DB too...









If there is no such distiction then how do you explain what you said: "There will still be a 1% decay penalty in pvp death but you will not have to re-insure after that death"



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Zer0Mercy
Tue Feb 03, 2004 4:40 pm
#61

"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."


Im sorry but im not buying this BS thier feeding us. You say you cant determine weather it was a pvp death or a pve death but yet you said that you would not have to reinsure after a pvp death. Heres an idea...take the code that determines wether or not you have to reinsure (the one that decides weather or not it was a pvp death) and use it properly...

Just my 2 cents...



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Jellydee
Tue Feb 03, 2004 4:41 pm
#62

TH,


If you add cool new schematics to the game people will toss the old and buy the new. Do you still wear your Members Only jacket? No… new items come along and you get rid of your old items.


Item decay is a buzz kill.




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Natacha-MC
Tue Feb 03, 2004 4:41 pm
#63

TH,



"Tal, I understand it seems easy, but its not. I asked and pushed and then asked again...


There is no such distinction in the system. A death is a death is a death... MOBs DB too..."

How can you make this statement and at the same time say that you will not need to insure after a PvP death, only on PvE? If the system can make the distinction based on the insurance then this is obviously very simple to port to the decay system. Of course you could make things a million times more simple by removing decay on death from armor. Armor already takes a beating from normal combat.






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BrightJedi
Tue Feb 03, 2004 4:42 pm
#64

Armorsmiths already got so much money.... what will they do with more money?
irott
Tue Feb 03, 2004 4:42 pm
#65

There should be a way to tell the difference. What about the system that grants the player who killed you faction points and decreases your faction points. You dont lose points when you are killed by a NPC.



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