Development Cycle Archive

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

Iceman-KG-
Tue Feb 03, 2004 4:42 pm
#66

That gaffe on your part was downright disgusting. There is no "confusing wording" there, you just backpedaled as usual.



Colonel Iceman-KG-
Black Epsilon Ace, RSF Ace
Corsec Pilot
memnoch37
Tue Feb 03, 2004 4:42 pm
#67






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.








Yeah yeah I'm the 1000th person to mention this, but I'm calling your bluff here... Clothes decay, but decay has no real effect, other than BE modded clothes losing their BE mods. Weapons don't decay on death at all. Could you please explain the reasoning behind your reasoning? Thanks






Memnoch

JavaKodar
Tue Feb 03, 2004 4:43 pm
#68

TH,

You haven't answered the question that many of us are asking:


You stated that players will not have to re-insure after a PvP death. We can take from this that we will have to re-insure after a PvE death. If the game cannot tell whether a death has been a PvP death or PvE death, how is the game to know if we have to re-insure or not?


Thanks.



Vertex Starlighter [TCON]

Former Master Weaponsmith of Wanderhome

SithLizard
Tue Feb 03, 2004 4:43 pm
#69






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.






We players are not asking the removal of ALL decay, TH. Only the removal of the 1% insured item decay. The Tailors will still get business driven by the occasionally huge 5% decay penalty for the many thousands of players who will repeatedly forget to insure their items.


PhiSig
Tue Feb 03, 2004 4:44 pm
#70






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.




Electra -Tasa Twinkle - Ho-i Knot-Teeb
-Jedi Droid Engineer MBH Galaxy Loot Resorces and more!-

ErantiaPrym
Tue Feb 03, 2004 4:44 pm
#71

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.



Jowekie
Tue Feb 03, 2004 4:45 pm
#72

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.





______________________________________________________________________________________
Ketic Darkstar ~ Flurry ~ Teras Kasi Master ~


Tanks
Tue Feb 03, 2004 4:45 pm
#73


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?



Bounty Hunter Correspondant 2003 - 2005
Master Bounty Hunter
Dark Jedi (Pre-Pub 9)
Monthigos
Tue Feb 03, 2004 4:45 pm
#74

Well this is a surprise. I thought I'd read another post or two from you saying the 1% decay was being removed from PvP as well as having to reinsure. Still the change is welcomed, if not exactly what we envisioned; its better than nothing. The current system never stopped me from PvP, as I usually only go on guild raids where I typically clone once or twice a night.


I don't need to reiterate what the other forum members have stated about your statement regarding the system not knowing the difference between a PvP and a PvE death. 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.





-----------------=[ m o n t h i g o s ]=-----------------
Thunderheart
Tue Feb 03, 2004 4:46 pm
#75






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...)





Kurt "Thunderheart" Stangl
Community Relations Manager
Efour
Tue Feb 03, 2004 4:46 pm
#76

of courses theres a way to tell. sheesh you lose faction points per enemy deathblow... so include EFOUR LOST 22 FACTION THEREFORE IM GUESSING EFOUR WAS KILLED BY A REBEL IN PVP ?! THEREFORE DONT DECAY HIS 1337 ARmOur, does that just sound to easy to anyone?

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.



Tarrasch - DJK
Efour - Master Smuggler And Merchant
memnoch37
Tue Feb 03, 2004 4:47 pm
#77

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.....







Memnoch

Thunderheart
Tue Feb 03, 2004 4:47 pm
#78






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.







Kurt "Thunderheart" Stangl
Community Relations Manager
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