Development Cycle Archive

Thread: Faction Insurance Day Pass: How much?

Scoooter
Fri Feb 06, 2004 9:18 am
#638

LOL yes gam8it


But this is probably what really happened.


TH talks to the Dev Designers


TH> The community wants no decay when insured in PVP to increase GCW participation for publish 6


Dev (Designer) > That makes sense tell them OK, but we need to go with our faction insurance plan for publish 7


Dev (Designer) tals to Dev (Coder)


Dev (Designer) > Make it so no decay when insured in PVP to increase GCW participation for publish 6


Dev(Coder)> But in the cloning process we can't tell what killed them


Dev (Designer) > Well what could be done


Dev(Coder)> We can tell what faction and impliment the faction insurance


Dev (Designer) > Can we impliment that in publish 6


Dev(Coder)> Not without a lot of change and it would delay publish 6 even further


Dev (Designer) now talks to TH


Dev (Designer) > TH, umm we cant impliment the no decay in publish 6, but we can still do the faction based insurance in publish 7


TH> You know how this makes me look. Do you know what kind of uproar this will make. What can you give back to them for this.


Dev (Designer) > Well to help that out we can make it cheap like one faction mission, see what they will pay for it


TH> Well that is cheap,One faction mission basically. I will see what I can do.


As a Software designer and developer of comlex systems my guess is this is how it went down. When we talk of the DEVS we all assume we are just dealing with coders and that is not the fact at all. There are several levels of software development. the DEV's TH talks toare in a higher context than most of us assume, because that includes designers, art designers, coders and more.









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demosthenes810
Fri Feb 06, 2004 9:19 am
#639

THe entire purpose of ensuring is to have it not decay...I'd rather go corpse hunting than have things decay when I've ALREADY insured it....it costs money you know...
dci321
Fri Feb 06, 2004 9:21 am
#640

Jeez guys , Remove the death penalty while your at it!


Imo death should be a PENALTY, be it in PvE or PvP, dieing should not be something nobody cares about and just hit the clone button to zerg your oponents.


Aakhperkare
Fri Feb 06, 2004 9:22 am
#641






lund0529 wrote:





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?



Aakhperkare brought up a great point to folks who are coming in new tothis discussion:

This is a PvP issue, Exclusively.


The "PvE" part is forwhen a Factioned NPCIncapacitates you- - NOT general PvE. General PvE will remain as-is.



Message Edited by Thunderheart on 02-05-2004 05:11 PM





Isn't the whole death penalty to get away from kamakazi clone wars? This is just going to put you back to where you were before you put in any decay, albeit with a money sink. If someone has to reinsure their armor 10x a day to PvP, it's exactly the same as paying 10K credits worth of faction pts to get the faction day pass.




If the death penalty was more of a 3 strikes and you get 100% wounds and BF, it would solve the death "sting" they desire and it would solve the clone wars problem we have now.


It's very simple guys (devs).


100% wounds to all stats including BF on uncloned deaths. REMOVE 1% decay on insured items across the board! On three cloned deaths in the space of 1 hour or so, you get 30% wounds each death.


There you have it. This would give a much BETTER sting, would give doctors and entertainers more of a purpose bring more people into hospitals and cantina's and it would eliminate clone wars and this ridiculous death penalty THAT YOU REFUSE TO ADMIT IS RIDICULOUS...


Arnwald
Fri Feb 06, 2004 9:32 am
#642








JacenKeldroma wrote:

Why are we insuring and then insuring our insured items?







/amen


Don't flame to much, maybe someone will have the idea of insuring the insurance terminal... in case an opposite faction blow it
Kidding, kidding!

Saratoga
Fri Feb 06, 2004 9:44 am
#643

This day pass is not going to get me to PvP. Only thing will be to remove the 1% decay from insured items. I will accept 5% decay on non-insured items.


I would rather you concentrate on making the imperial hat wearable and improving the faction perks than making a day pass.You are disenfranchising your player base by keeping the decay in.The concept of decayon items is important and needs to be in the game, but the implementation is completely wrong. There are so many ideas out there on how to correctly incorporate decay into the game and make death sting.


TH, JustG, and the Decay Nazi please post a poll for the entire player base to vote on keeping decay or not.




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WolfGuy
Fri Feb 06, 2004 9:57 am
#644

I'm sure after 28 pages, this is a moot point or this has been said before, but why not make the Faction Day pass cost a few thousand credits instead of faction points? If you plan on dieing in PvP, you'll be losing faction left-right-and-center. Sure faction isn't hard to get, if you are an elite combat class or have an uber template. I, for example, have little-to-no combat skills, but I still love to PvP and get involved in the GCW. I don't have a lot of faction points to spend on a Faction Day Pass because it is hard for me to get faction points (no combat skills), however, I have a descent amount of money, and there are many people who have butt-loads of cash. This could be a great cash-sink, as well as promoting PvP and the GCW.

Just my two cents, but after 28 pages and an ungodly number of crap replies only a PM from TH would make me believe this is still being read.

But I post anyway, go figure.




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-Iceman-AoD
Fri Feb 06, 2004 10:06 am
#645

The fairest solution would be to make the cost incurred at the end of the 24 hour period. The cost at the end of the insured period would be based on faction rank, overt/covert status over 24 hour period, opposing faction opponents killed, number of deaths, mothly story status.


Insurance cost factors:


Faction Rank: Higher ranks are rewarded with LOWER insurance costs.

Overt/Covert Status: Overt status over the 24 hour period is rewarded with LOWER insurance costs. Covert status is penalized with HIGHER costs.

Faction Opponents Killed: The more opposing faction members killed, the LOWER the insurance cost at the end of the period

Number of Faction Deaths: The more faction deaths you have, the HIGHER your insurance cost.

Monthly Story Status: Winner of the monthly story is rewarded with LOWER insurance costs.

Faction Alignment: Imperials are rewarded with LOWER insurance costs than Rebels.



Reasoning:


Making the cost incurred at the end of the 24 hour period would ensure that a person who plays only 1 hour in a day does not incurr a greater penalty than someone who played for 8 hours over the same 24 hour period. The mitigating factors of insurance costs for faction members should be comprised of all the faction elements to some extent.


Faction Rank: Higher ranks should obviously be rewarded in more ways than the current system allows

Overt/Covert Status: This would serve to bolster faction activity greatly.

Faction Kills/Deaths: This should be the largest component of the insurance cost at the end of the 24 hour period

Monthly Story Status: Story arc winner should be rewarded in more ways than the current system allows

Faction Alignment: In keeping with the current timeframe of SW:G, Imperials should be far more popular than Rebels. This would be yet another way to ensure that the number of Imperials is increased along with the Imperial Crackdown.


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waaha
Fri Feb 06, 2004 10:12 am
#646






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?



Aakhperkare brought up a great point to folks who are coming in new tothis discussion:

This is a PvP issue, Exclusively.


The "PvE" part is forwhen a Factioned NPCIncapacitates you- - NOT general PvE. General PvE will remain as-is.



Message Edited by Thunderheart on 02-05-2004 05:11 PM






Since the majority of players WANT no decay, and the dev team as tottaly IGNORED the paying customer, posted misinformation, deceived the PAYING customer.......mis-lead.....etc




PvP insurance should be FREE



its sad when you guys dont listen to the majority then put into affect your own choosenings then and only then take a POLL




I suggest adding a voting POLL on some topics and let us VOTE on some things, but then again Im sure the soe team has discussed live polls and opted not to have them since then the PAYING customers votes would be seen and the results wouldnt be what the team wants to see.




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Lobotom
Fri Feb 06, 2004 10:12 am
#647




I made very sure that it means NO 1% decay when you buy this insurance "day pass" and yes, it is for PvP deaths.


Didnt someone told us : The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death". in a previous thread ?
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=2032&page=1


So how a pass could now magically saythe difference between PvP and PvE deaths ??? I think we need a true answer there !!!


Mokhet

Keltorr
Fri Feb 06, 2004 10:16 am
#648

Considering the way things are going, I wouldn't be too surprised if this faction day pass costs like 100 or more FP (I think it should cost no more than 20, as decay shouldn't even be involved in PvP for deaths anyway). Sure, that's not hard to get, but it's also worth more credits than we should have to pay for a limited time of no insured decay...considering that PvP is already on life support and it can be harder than it seems to find willing opponents. On my server Chilastra it's conceivable that in a full session of play (I'm going to consider a full session about seven hours) you could go all over the place and find maybe one group of people willing to PvP...and even that only for a little while. This idea of a "limited time" pass to no decay really puts the pressure on players to make the most of it and find as many PvPers as possible...but with PvP so reduced, a lot of groups are going to wind up on a wild goose chase. Truly, one cannot assume that willing PvP opponents can be found at will!


I support the idea of a poll asking the players what they think of decay. Just a perfunctory look at the posts will reveal that almost everyone hates it.


Here's my take on decay: part of the reason it was put in was because players complained death had no sting. First of all, this is an invalid argument, for it says that death has NO penalty and it does...I mean come on, you're not going to rush into battle after you've died three times uncloned. The penalty is there, but people had to go and whine about death having no sting. What did this get us? You see it now! So anyone who had to cry about death having no sting should be trying extra hard to get rid of decay--AND apologizing to everyone else for complaining about it in the first place. The real solution to the "suicide shuttle" was vehicles, and those we have. Nowadays that death shuttle is used for another thing: getting rid of overt status because it takes so darn long to go back to covert. But that's for another thread.


Decay was supposed to help crafters. It didn't. NOT because clothes are still wearable at 0% (if they weren't, I think decay would have hurt crafters even WORSE). So please stop asking for clothes to disappear or be unwearable at 0%, and stop asking for clothes to decay with wearing. Otherwise we are going to see a bunch of naked people and do we really want that? (I think the devs even made sure that certain NPCs didn't look naked.) The reason why decay didn't help crafters is simple: it was expected to increase demand by making wares wear out. Instead, people stored their expensive stuff and didn't use it, so it didn't, and instead demand decreased. If clothes were unwearable at 0%, demand would FURTHER decrease because people would be even MORE motivated to store their expensive stuff, or insure it if they carried it on them. More money funneled into insurance means that money won't be in crafters' hands. Are those suchhard concepts?

Decay didn't do what it was supposed to do. So when something fails, something else should be tried, right? If you try something and it doesn't work you don't keep trying the same thing over and over.


Let's just go back to auto-insurance, and no corpse runs. Players complained a lot less then about the suicide shuttle than they are now about decay--no one can deny that.


Better a possible failure than a guaranteed failure. *The item decay implementation was a critical failure*



I have a bad feeling about this nerf


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waaha
Fri Feb 06, 2004 10:26 am
#649






Lobotom wrote:




I made very sure that it means NO 1% decay when you buy this insurance "day pass" and yes, it is for PvP deaths.


Didnt someone told us : The reason is because there is no way to tell the difference between a "PvP Death" and a "PvE Death". in a previous thread ?
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=2032&page=1


So how a pass could now magically saythe difference between PvP and PvE deaths ??? I think we need a true answer there !!!


Mokhet






FACT is:



PvP is a major thing most players do in playing



Decay = a timesink



Timesinks are what the devs only want you to do,, more time doing bullcrap makes them feel you will keep paying to play



they cant see that if they provide content .. and a few things players want within reason, that this will keep them paying to play



this happens all the time in online games, the thinking behind the game is " make em play longer for nothing keeps em paying"



There has been so much BULL said by this dev team, just as you stated in quoting them that they cant even get out of it themselves now......



You got a "he said she said"........"Im sorry"misinforming you all......



the swindle is going on, when in fact there are many things said by this team that are just plain hogwash to the core



Ok TH, we can understand JustG doesnt know how to correctly inform his team on things and you misinform us, i can live with that........people make mistakes and over look basic board room tactics.....



But why hasnt anyone adkowledged the "theres no way to determine a PvE death over a PvP death"?



once again the SOE has determined all paying players are morons and can easly be deceived and lied to to cover up there own short comings



( I also would like to apologise ahead of time so noone on the team gets there little feelings hurt for misinforming us THE having the paying customer ask whats going on)





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Aakhperkare
Fri Feb 06, 2004 10:33 am
#650






Kail_Mooner wrote:

Outstanding news TH!


I don't know what you did or said to the dev's but you got it right!



For all the people who doesn't understand what is at stake here, it means that we will have NO decay at all and not just the 1% decay with insurance.


This will save us quite some cash with a very reduced cost on PvP. Without decay in the GCW (PvP *and* Factional PvE), you can be sure that this will move even the PvE'ers into it!







Just as it was proimised in the first place that ended up being a "typo"...

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