Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
I love this game sooooooo much and your killing it for me!!!!!!!
Yay Thunderheart! That's the best thing I've heard about this patch...
There needs to be a penalty for death. The worst thing about pvp currently is not any of the gross imbalances, not even the many tef exploits -- it is the complete and total impossibility of winning or losing a battle because of clone "zerging". It is impossible to control an area, because every time you kill anyone, they're back on you within a minute, doing just as much damage as they were doing before you killed them.
Of course, pvp isn't balanced enough to allow looting, or anything that serious in nature... But could we at least get a timer after death? If you have to wait 1 minute before doing anything after being rezzed, how about waiting 10 minutes after cloning (10 mins w/out fighting other players, not w/out doing *anything*)?
Then, all of a sudden, you would see forces wane in strength... Maybe even (gasp!) pull back and regroup. Scoring a db would actually mean something (right now it is much more effective to just leave people lying on the ground...). And pvp would no longer be a war of attrition... People might also discover that there are more effective ways to fight than merely running headlong at your target spamming your best special...
This game isn't quake... Or doom, or what have you. Dying should not be a freebee... And really, 300 condition on every piece of armor is a joke... What is that, the equivalent of 3 blaster bolts worth of damage?
If I, or my team, or whatever, go raid somewhere like bestine, and lay waste to all the defenders, we should at least get a couple of minutes to heal our wounds before they all jump back in the fight. The other night I went there myself... Scored 600 fp worth of kills, but eventually had to leave because I was *still* fighting the same 8 or 10 people, only I had racked up 500 mind wounds and 900 battle fatigue in the process of killing them over and over again....
Ledao
weapons only decay from use, its armor and clothing that decay during pvp deaths.
Nerf SOE from ruining their game any more.. as if it couldnt be any more broken.
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.
TH, you do realize that weapons don't decay on death, right? RIGHT? They decay with use. Ah, who am I kidding, as the voice of the development team, you surely must know the basic game mechanics of which you are tasked with explaining to us lowly end users.
Armor decays fast enough simply from use without factoring in clone decay.
You know, TH, in the beginning I was a silent voice of support for you. It was my opinion that you were a fresh mind on this team... that you had a huge, daunting job ahead of you... while this is surely true, I have almost completely lost my faith. Sure, everyone makes mistakes, but how about you check your information before posting information to the entire community? You know the backlash mistakes like that carry very well by now.
We may as well have that clueless moron Koster around here asking the Pistoleers why there are so many of them.
I never cease to be amazed by the lack of continuity with this development team. Do you guys ever actually sit down and talk about the game? Do you care? Do you understand your user base?
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.
Destination wrote:
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.
TH, you do realize that weapons don't decay on death, right? RIGHT? They decay with use. Ah, who am I kidding, as the voice of the development team, you surely must know the basic game mechanics of which you are tasked with explaining to us lowly end users.
Armor decays fast enough simply from use without factoring in clone decay.
You know, TH, in the beginning I was a silent voice of support for you. It was my opinion that you were a fresh mind on this team... that you had a huge, daunting job ahead of you... while this is surely true, I have almost completely lost my faith. Sure, everyone makes mistakes, but how about you check your information before posting information to the entire community? You know the backlash mistakes like that carry very well by now.
We may as well have that clueless moron Koster around here asking the Pistoleers why there are so many of them.
I never cease to be amazed by the lack of continuity with this development team. Do you guys ever actually sit down and talk about the game? Do you care? Do you understand your user base?
Thunderheart will discount me as ranting, so whatever, but dev to player communication being one of the most important things (or so they say), yet it's the most broken thing around here.
DO you guys play the game? I don't mean scripts or logging in to see a graphic. I mean actually play. I am starting to wonder if you guys really care. I wonder what Runesabre thinks about all this mess. What do you think of this mess TH? Or did you disappear at the most convenient time...just after you started the s**t storm...
The code is already in-game.
When a MOB of the opposite faction kills you, you do not lose Faction Points.
When a Player of the opposite faction kills you, you do lose Faction Points.
The system knows the difference.
I am officially done with PvP. This is why you are losing so many subscribers.
I have to admit I was excited about PvP too. The problem with removing the 1% decay is that the armorsmiths run out of job and PvP can respawn and jump right back into to battle? Are these the only reason for it?
There has to be some other solution.
For the respawn I suggest the wounds beincreased by 30-60%this will help out medics, sugical driod engineers, scouts who make camps, and the PvP system.
For the armorsmithsgive themxp everytime insurance is used. < yeay that probably wont work but there has to be some solution.