Development Cycle Archive

Thread: Faction Insurance Day Pass: How much?

Renairdor
Fri Feb 06, 2004 1:55 pm
#677






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?


*** Should rank matter? I tend to think so. I see this as a place where rank could be a PvP perk. You would need a considerable investment to rank up, but one extra perk for both Rebels and Imperials is a cheaper cost. Start at 150 FP for a free day, then reduce to 50 by Colonel? It would be interesting to see Colonels get it 'for free', but then there is potential for imbalance. Hmm. Or is there?


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.


Thats fine, in PvE, you hopefully will have good reason to keep those Docs around. We already do for now. It's tougher in PvP since Docs are often specifically targeted, to avoid those cures, rez and heals







KingBanjo
Fri Feb 06, 2004 2:29 pm
#678





Thunderheart wrote:








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.


5,000 is probably not to bad in terms of credits most hardcore PvPers will have several 100 thousand laying about.


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.


I think you missed the thrust of this point. When you buy an Overt decay pass make it so YOU MUST BE OVERTto use it. If you buy a covert decay pass you can be inEITHER COVERT OR OVERT. So there are two types of factional insurances. I realize this would take more effort to code but come on now seriously if this extra amount is too much then something is seriously wrong.



  • 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?

50-100 faction points is way to much for most of the people I play with. If you assume PvP play every 2nd day then that is 200-400 faction points a week (not including any incurred do to PvP losses) which is much more faction grinding then I wouldfind casually tolerable. In other words i would still buy the passes on the rare occassion of a PvPevent, the occasional base raidand maybe when I'm really bored someday. Other than that I would PvP no more then I do now.


Hmmm... One last thought.Actually this probably belongs in a seperate message..oh well.


I freely admit ARMOUR decay is a deterrant to PvP. However (let me seeI can phrase this right) the deterrance impact of insurance and decay is being greatlymagnified bythe enormous amount of effort that must be put forth to compete in PvP. While before many players would fling themselves into PvP fully realizing that they were as good as dead,now that there is a punishment for dying these people (myself included) are no longer willing to PvP. What I am trying tosay is thatANY death penalty (and I agree with death penalties and personally I even think that the decay penalty is much to light [except on quality armour])will severaly harmPvP while such a state of imbalance exsists.


Where do I think the problems really lay?:



  1. #1with a bullet doctor buffs. No buffs =death= why bother.

  2. Aprofound lack of knowledge on thepart of many players.

  3. Money Imbalance.Armour has a huge effect,Armour cost 300k thats a huge amount of grinding for the average player.Armour decays quickly so it's a recuring 300k which is simply out of the league of many players.

  4. Armour has a huge effect on PvP. No mega armour oftenequals swift and painful death

  5. Mind damage. This is aggravated by the fact that the three classes that inflict mind damage are also some of the highestdamaging in the game.

  6. UnhealableDOTS. That would in effect be CM Posion, disease and the Flame DOT. None of these have any realistic cure, at least not in the middle of a fight.

  7. Super powerful DOTS. DOTS bypass armour, bypass PvP damage reduction(I hope), and do base damage equal to areally goodrifle. Resultthe majority of the damage players end up suffering comes from DOTS. Which simple has to be one of the most enjoyable ways to die, kinda of like Maxmius at the end of Gladiator, fading struggling to fight while your opponent stays just out of range and you sllloooowwwllly suffocate in your own juices. Great fun!!!

  8. Super aggravating DOTS. Disease and Fire do wounds ALOT of wounds, wounds that can't be stopped in the case of Disease. This not only totaly takes someone out of the fight but forces them to spend quite a long time healing unless they know a great doctor.

  9. Super classes. Some classes are so effective in PvP that fighting them is almost futile. While Bounty Hunter are one of these classes they are less bothersome because they are rarer and cost alot of skill points, much more annoying are Combat Medics (**edit**???), and riflemen.

  10. Super templates. Last because while truely powerful they are also truely rare.


Let me some up in case that was too long:



  • BUFFS bad

  • DOTS bad

  • mind damage bad











"People demand freedom of speech to make up for the freedom of thought which they avoid" ~Kierkegaard
JaxJay9
Fri Feb 06, 2004 2:35 pm
#679


Since it lasts 24hrs it should cost at least 500 FP. Its a open attack for rebels who already, and constantly win PVP. They are the only faction that raids PC cities.
BigZak
Fri Feb 06, 2004 4:04 pm
#680

I have not once PvP'd since decay took effect. NOT ONCE. I have bought no armor or clothes, NONE. Take out the stupid decay, it sux big time. HATE IT HATE IT HATE IT.

Violet Vette
MCM-Pistoleer
DuuRandor
Fri Feb 06, 2004 4:18 pm
#681

Cmon TH, or someone, still waiting for a response here. Does the insurance day pass work against factioned NPC missions or doesnt it? You say yes and you say no. Which is it??? Reference my previous post for a more detailed description of your contradictory statements.





Thunderheart wrote:
This is a PvP issue, Exclusively.


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






Again i will state: If it works against FACTIONED NPCs (excluding faction pets) then it is NOT PvP EXCLUSIVE! So Does it or Doesnt it???


1% decay sucks, etc... you know the drill


-me



-Duu Randor, Starsider
I know my icon LOOKS like a stormtrooper... but i'm actually a rebel in disguise.
Aeain
Fri Feb 06, 2004 5:11 pm
#682

No decay for PvP and keep the 1% for PvE



Ei'n Bebop - TKM / Gimp

Alisha - Combat Medic / Master Doctor

Server: Eclipse

rexan
Fri Feb 06, 2004 5:17 pm
#683

Does it need to be a faction point cost? How about the same as regular PvE insurance. But only give the insure-all option. Or maybe 2x?



Rexan Ryu
Master Smuggler
Flurry Server
Thunderheart
Fri Feb 06, 2004 5:37 pm
#684







Thunderheart wrote:
This is a PvP issue, Exclusively.





Means people who play PvP.







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







Means FACTIONed Death.


Any Factioned Death is covered....






Kurt "Thunderheart" Stangl
Community Relations Manager
AudioOrgana
Fri Feb 06, 2004 5:43 pm
#685






Thunderheart wrote:







Thunderheart wrote:
This is a PvP issue, Exclusively.





Means people who play PvP.







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







Means FACTIONed Death.


Any Factioned Death is covered....










OK, now I am confused, just when I thought I understood.


So, you are saying :


If I am an Imperial player, and I buy this I get :



  • Decay-free PvP death for 24 hours

  • Decay-free death for 24 hours when I am killed by a REBEL NPC

If I am a Rebel player, and I buy this I get :



  • Decay-free PvP death for 24 hours

  • Deacy-free death for 24 hours when I am killed by an IMPERIAL NPC

Is this right? Cause up until this post I thought it was PvP exculsively.


Audio

HeyHolo
Fri Feb 06, 2004 5:46 pm
#686

I don't know any specific number, but it should not take more than one mission to earn the faction points(fp) to obtain this item....so I'd say no more than 60-70fp for this device.

I still am confused...devs say they cannot tell the difference between PvE and PvP deaths, if that's so then how can they make it so that tis device makes it so you need no insurance for faction only PvE (and PvP) deaths? I mean if they can do that, isn't that exactly what htey said they couldn't do? I don't get this...



Lope CLeski
Master Commando | Master Tera Kasi Artist
-=Cleski Incorporated=-
We make STUFF so you don't have to!

~Valhala~Naboo~ -7347, 5307

HeyHolo
Fri Feb 06, 2004 5:54 pm
#687

I keep seeing people say PvP death should have a "sting" to it...why? You currently get nothing for PvP'ing, there is no reward in it, you actually lose out in PvP, so why compound that loss with decay?

I mean if I got xp, or money, or anything actually tangible for PvP I might say yeah, we need the decay to stop teh zerge. But I don't, I get nothing, I however lose condition on my armor and weapons, it costs me money to get things like buffs and spices, etc that are pretty much needed for PvP now and I lose faction points upon dieing, yet you feel that on top of that I need all my items, even things not related to PvP to decay when I die? Yeah, that makes a whole lot of sense...



Lope CLeski
Master Commando | Master Tera Kasi Artist
-=Cleski Incorporated=-
We make STUFF so you don't have to!

~Valhala~Naboo~ -7347, 5307

KStarfire
Fri Feb 06, 2004 5:55 pm
#688

K.I.S.S.ed:

If you are a Faction player you can buy a Faction Insurance Pass, that will keep your items from decaying anytime your death is from a Factioned Enemy (be it Player or Faction NPC).

KStarfire
Grimoire
Fri Feb 06, 2004 5:57 pm
#689

What this means to me...


If you die... and the system sees a change (or potential change) in rebel or imperial faction... you get 0% decay on that death. So it is more keying it on the GCW faction change, than on "what made the last shot"


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