Development Cycle Archive

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

Stumben2
Wed Feb 04, 2004 2:30 pm
#677

You know whats funny is I might one of the ONLY people that couldnt give a crap either way about the 1% decay. In fact... I almost think it should STAY THE WAY IT IS! I am far more worried about other issues in this game.


BUT, the fact that they cannot get this LITTLE thing right is very very disturbing. If the majority of the people want it... DO IT. Find a way.... there is a way.


JUST DO IT.


gg


Saratoga
Wed Feb 04, 2004 2:30 pm
#678

Decay needs to go completely. Add more wounds to make death painful.


BUT... I could have accepted no decay while insured. I was actually excitedto start PvP again with my guild, but that ain't happening now. I absolutely refuse to PvPwhile decay isstill prevelant.


Why does it cost 250 credits to insure a chemical survey tool or any other crafting device? I can buy one cheaper?I never insure them and if any of you are youneed to be commited. Take them off the insurance list. Better yet make themhave use decay. Each tool can be used 100 times orsomething like that. Add usedecay to clothes too. Youdid it for bikes, so dont give me the line it is not possible. Why should armor have double decay?Why do my quest items decay? You won't let me run the quest again, so whyshould my quest item decay.






Triston Jedi Fugitive (retired)
Nagamitsu 12 point WS/AS + arch (retired)
Jengi wookiee ranger (retired)
Medreka Doctor/musician (retired)
Caillech MBH (soon to be retired)
Dubrekken
Wed Feb 04, 2004 2:31 pm
#679

I personally was looking forward to pvping again with the 0% decay. I stopped pvping because armor costs a lot of money and decays fast as it is. Why would I want to pay 200+k for a good set of armor, have it sliced, to only pvp for a short while. Someone shoots at you it already hurts the armor enough as it is (not only to mention that even with 99% repair kits and not being an armorsmith myself, I break armor about 40% of the time, repair with huge decreases 50% of the time and repair well 10% of the time). So basically I can die with my armor in my inven 40 some odd times, most likely break it when I repair it. I'd have to agree with a lot of comments I'm reading, that if you want to have decay on PVE go ahead, but it hinders ALOT (myself included) of players from engageing in pvp. I have nice clothes and armor, why would I want to be flame coned and die 5 times in a minute defending a base or some other place and have a huge penalty for engageing in a part of the game that's DESIGNED to have people interact in. PVP is now less "i have to help my rebel/imp buddies!" then "**edit**, i don't wanna have my armor/clothes/equip decay like a mofo."

Reconsider the 0% pvp decay.



Moncal 4 LIFE
supa187
Wed Feb 04, 2004 2:32 pm
#680




gordeye wrote:

Insurance = No Decay

No Insurance = Some Decay


Enough said, just do it!!!






just wanted to make sure everyone (devs) caught this.



Goodfella


MCPrimetime
Wed Feb 04, 2004 2:33 pm
#681

nerf armorsmiths



MCPrimetime
Jingles
Jrockin

Joslo
Wed Feb 04, 2004 2:33 pm
#682






gordeye wrote:

Insurance = No Decay

No Insurance = Some Decay


Enough said, just do it!!!





AMEN BROTHER!



Joslo Kesunn - Famous Smuggler Board Troll
Master Rifleman, Master Fencer, TKA 4/0/0/4
http://intrepid.galaxyforums.com/
ViithSamoor
Wed Feb 04, 2004 2:34 pm
#683

And the trainwreck steams ahead. This game **edit**ing sucks.....
Zythen
Wed Feb 04, 2004 2:35 pm
#684

EXACTLY ... the problem isn't that they can't do it. The problem is they won't. This is the most unimaginative and incompetent dev team I've ever seen. I think all their talent may have left long ago.




Crazy_Rob wrote:

I dont know why you insist theres no way of telling the difference between PvP and PvE death.These people bring up valid points and youcan't even adress them.


#1 How can no difference be told if you lose rebelor imperial faction.


#2 How can you not tell the difference when you wont have to reinsure after a PvP death.


....As a programmer, this makes NO sense to me









Zythen Schattenjager
supa187
Wed Feb 04, 2004 2:35 pm
#685

Has anyone else noticed there has been only 4 dev posts today? I have a feeling that they are discussing it but hopefully they will give us a clue sometime this year.



Goodfella


Abnaxus
Wed Feb 04, 2004 2:36 pm
#686

OR








ArteL wrote:





Abnaxus wrote:

here's another idea to make death sting:



put some sort of talley, like a badge, on people when you examine them.


it should say how many of the other faction they have killed, and how many times they have died to the other faction.


people love badges, and it would be pretty embarassing to see you have been killed like a million times and rarely win.


then maybe you can give a special prize to someone who has a really good record, like a special uniform or badge that goes on your clothes. Rebel killer or Imp killer or something.


that's incentive not to die in pvp.









thats one of the best ideas I have heard... !!!!!!


/2thumbsup










gildor inglorion
former: master ranger, master ch
current: bounty hunter extraordinare
always: a loser
Racius
Wed Feb 04, 2004 2:38 pm
#687

Unbelievable. Decay is RUINING PVP and overwhelming Armorsmiths.



----------
Racius Vespin
REIGN
Vashner
Wed Feb 04, 2004 2:41 pm
#688

I have not done any pvp since decay was put in. And besides space I don't think I will again. It's just not interesting or fun anymore.






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Haruspex77
Wed Feb 04, 2004 2:42 pm
#689

I am, perhaps, a little more sympathetic with TH than others. I have had many occasions to discover that something that looked easy to code turned into a major problem.


However, it is often the case that the coding team needs to be pressurized by someone proposing solutions for them to argue with before the solution is found. In that spirit, I offer a few development solutions that may or may not be usable -- even if they don't work, the process of explaining why not may lead to a fix.


If the issue is really that PvP death is distinguishable only at the "clear insurance" step, but not at the "decay items" step.


1) On a PvP death set a temporary flag in a place acessable to the "decay items" step for use in adjusting the decay. (may have limitation if disconnect occurs before re-clone, but that's ok)


2) In the "clear insurance" step ADD 1% to the condition of all insured items (it will be subtracted later, or was earlier depending on order of execution).


However, I suspect the underlying issue was really distinguishing PvP death at all, that has been an issue in lots of games especially regarding DOTs or death in PvP from 3rd parties or fall-into-pit type causes.


1) If the player was still in-combat with another player at death, treat death as PvP

2) On taking any PvP damage, set a flag cleared only at full health, if flag is set treat death as PvP

3) Add a new faction attribute, Other-players, and use that to store the information


BTW, because this looks like an object-oriented coding environment, the problem is likely to be that this function requires a change to the function libraries and therefore cannot be done by the coder that was asked to do it. Find the guy who controls the library, and tell him what the first coder said (preferably in private). Soon you should hear coffee-room conversation along the lines of "XXX was so dumb that he said..." where XXX is the first coder.
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