Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
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.
Thunderheart wrote:
*hangs head*
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.
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.
The problem with your "obstacle" is this...
Weapons wear out pretty quick without death decay... I know that when leveling through a profession I go through several guns... I also am allways buying new guns to try and get an uber slice or just a better gun.
As far as clothes go... Clothes can still be worn at 1/1 condition and skill mods in the clothes still work. People don't buy new clothes because they are at 1/1 condition, they buy them because they need a different look.
Might be time to reasses the reasons for the decay.
Repeat business? I would love to buy a few more outfits. In fact, I was collecting outfits for my character when I was starting out. But there are two issues: 1) the outfit decays, so I'm forced to choose one kind of outifit and use that only and 2) it's really hard to keep your multiple outfits out of the way -- a full costume change means one set of buffs or wound packs I don't have room for. I'd like to see adress rack(or in Final Fantasy X-2 terms -- a costume grid) where I can store my costume changes. That way I can still make my character look the part without having to run to the safety deposit box (and then change in public) every time I want to wear something new.
I think we'd get more repeat business for tailors if we could easily manage more outfits.
The whole point here seems to be that they want stuff to decay faster than it already does. There is no good reason for it besides that. Weapons don't insure, can't be for the weaponsmiths. Armor decays already, everytime it gets hit, so it's just decaying faster. Clothes can be worn after they reach 0, so no real point in having them decay to begin with. If the insurance interface was user friendly at all, the only thing I'd insure would be my armor, anything else is cheaper to just replace. Probably why they leave it so messed up, more money going out of game.
This has become their death penalty and I doubt they'll ever remove it. It's all about getting money out of the game. Unfortunately some of the classes are just getting really rich off of it. Even if they could tell who caused the death they're not going to remove it because then there would be no penalty for death.
I think decay from death is a horrible solution to the "death penalty" problem, but if that's what you're gonna stick with atleast it's only 1%, I guess. Think it should have been different from the start, but so should have a lot of other things.
Tanks wrote:
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.
Currently, the weapons do not decay as a result of death. Did you mean Armorsmith?
I did Tanks. Thanks. (The Cedar pollen season is killin me...)
i dunno about you but between natural acumulated damage to my armour, the 50/50 chance of actually repairing it AND the "oh crap 11% effect slice, better buy some more!" Armour smiths on my server seem to be doing a flipping huge ammount of business...
Clothes.... why not just make them decay at .5% per death?! or 1%
well for what its worth i now have 30 days left on the account, no doubt ill spend 7 of those doing all of the exciting new content publish 6 has to offer and then the rest....... bored as usual
cannot wait 3 months for new PvP content and balancing.
And another thing.... you state:
A. The system cannot distinguish PvP vs PvE death
B. During PvP death, you will not be required to re-insure your items.
C. During PvE death, you will berequired to re-insure your items.
Maybe my logic is screwey today, but there's something about this that just doesn't add up.....
That's simply not true. The fact that you lose faction points on a PvP death as opposed to a PvE death proves otherwise. Now if you said that the game does not know the difference if you CLONE from a PvP and PvE death, well that is another matter. But still its moot because the system is going to have to know the difference if its going to waive insurance costs from a PvP death.
The mechanic used to maintain insurance uses a different mechanic.