Development Cycle Archive

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

Dabora
Tue Feb 03, 2004 4:55 pm
#92

DECAY SHOULD COME FROM USE NOT DEATH!


GET THE PICTURE DEVS!


/end use of caps



Xeno Grimm (Flurry)

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how about you? 17 down to date.

Aakhperkare
Tue Feb 03, 2004 4:55 pm
#93

I was planning and hoping for some exciting PvP action after this patch, since it was stated that PvP decay upon death was being removed. But now, I guess I have to change my plans for that. It's bad enough that PvP is a zerg fest and is not rewarding. Now, I will just save a few credits during PvP. I am unimpressed.


I may be on a rant, but there are a few things that are beginning to wear my patience thin with this game and with this communication...
BabyRancor
Tue Feb 03, 2004 4:55 pm
#94






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.






Ok - well weapons decay with use and not with deaths. The only things that decay on death are clothes, armour and (for some reason) crafting tools. Problem 1 solved.


Problem 2 - clothes. Solution - make clothes act just like armour. Up the max possible condition on clothing to about half of armour and code it so that it is vulnerable to all types of damage. Bingo - clothes that decay every time they are hit and turnover just like everything else in the game.


Then get rid of the 1% insured decay, keep the 5% uninsured decay and make everyone happy.





Jakkin Darkstrider - Master Rifleman/ Master TKA - Sunrunner
"This utopia seems to be more of a Fruitopia"


Combat Balance Proposal Discussion
Jedi Quest System Proposal
Tanks
Tue Feb 03, 2004 4:56 pm
#95

Regarding Armorsmiths needing love.



Currently, we have the opposite problem. There are NOT enough armorsmiths. I play on 2 servers, and on both of them most AS have a 5-7 day waiting period. On Wonderhome, I know of an AS that takes orders only in multiples of 5 suits or more.


Considering each suit of composite costs 200K+, how much more love do they need?


Also, while leveling on wonderhome I had reached 50% decay on my suit of composite. I asked an AS to repair and he used a 99.3%armor repair kit. Five out of nine critical failed during repair. Good thing that it was my PvE armor and not my PvP one.






Bounty Hunter Correspondant 2003 - 2005
Master Bounty Hunter
Dark Jedi (Pre-Pub 9)
SithGod69
Tue Feb 03, 2004 4:56 pm
#96








FallOut1214 wrote:



Very disappointing.

Item decay is the only reason I don't PvP. I was really looking forward to engaging in that aspect of the game with the removal of decay from a PvP death.

Bummer....






/agree







***************************************************
Am I evil? Yes I f**king am!!!
Thunderheart
Tue Feb 03, 2004 4:56 pm
#97






Gravez wrote:
So how do you lose Rebel or Imp faction inPVP when you die if the game can't tell the difference between PVE and PVP death?




Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)


Dont think of the system process death, the challenge is in measuring what kills you - - a laser blast is a laser blast and a slash from a blade is a slash from a blade.





Kurt "Thunderheart" Stangl
Community Relations Manager
Crazy_Rob
Tue Feb 03, 2004 4:56 pm
#98

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



->Temporarily Zoidburg

->And Jesimee sometimes too....
StarRunner
Tue Feb 03, 2004 4:57 pm
#99


TH in an utter lack of intelligence spewed-

Tal, I understand it seems easy, but its not. I asked and pushed and then asked again...


There is no such distinction in the system. A death is a death is a death... MOBs DB too...



Yet again you spew lies and nonsense! There is a check in the game becasue you do not lose faction points from dying to faction npcs, nor mobs. Why cant you be honest for once?!?!?!?!?!?!?!?!? Your friday feature is a lie, and you compound it with more lies



Severius Darkbane
MCH from 2003 til the NGE
SWG Winner of mmorpg.com's 2006 MMOWTF awards!
New-Name
Tue Feb 03, 2004 4:58 pm
#100

This is rediculous. The only reason for Insurance was a money sink. Now, you only pay once per day...so the cost is far too low. But instead of a money sink, this simply continues the rapid decay of armor, the most expensive thing in the game, and clothes. These are the only things we can drop skill enhancers into, and I have paid many millions for attachments which will cease to work some day.



I would gladly Pay 100K credits each time I insure if I got 0% decay on cloning.



Remember, it's just supposed to be a money sink.




Kain





Kain

I'm going to say this once, and once only:

This is a company, one that is out to make money, so banning people who hadn't done anything wrong would be really dumb since it would mean that we would be losing money. So before you just believe someone who says they are being wrongfully punished take a moment and reflect.

Also, ranting/flaming and attacking customer service isn't going to fly on these boards so any further posts about it will result in the suspension of that person's forum account.


Jeassa

Community Relations Representative

Quid's Comic
Crazy_Rob
Tue Feb 03, 2004 4:58 pm
#101




Its a faction subtraction. You suffer the same faction loss regardless of what kills you (MOBs have faction as well.)


Dont think of the system process death, the challenge is in measuring what kills you - - a laser blast is a laser blast and a slash from a blade is a slash from a blade.







So your saying i lose kreetle faction every time i kill one?




->Temporarily Zoidburg

->And Jesimee sometimes too....
AudioOrgana
Tue Feb 03, 2004 4:58 pm
#102






Krayvex wrote:

So, he's still following the post closely, but dodging the same question half the posts ask. Did Q give you a Question Dodge +25 tape?










LOL, agreed.


I think TH was just trying to insert some of that "You need a camp to call pets because of EXPLOITS!" type of rhetoric.


It makes no sense, and after three clarifications it still doesn't make any sense.


It doesn't matter - we know it's only PvP and not PvE, but it's a shame that TH seems so confused. It makes me wonder what else has been "confused".


Audio

Ciirybeccaskyr
Tue Feb 03, 2004 4:59 pm
#103

Does anyone else think that the devs play a differant gasme than the rest of us cause we all know that the only thing effected by the currant decay system is armor and it already decays plenty fast as do weapons(i burna gun or 2 down to 200pnts where i get it repaired every few days) This doesnt help taylors or weaponsmiths and dosnt help armorsmiths that much as i havent baught any new armor since the decay went live and after my crates run out ill run around in my BE shirt (cause it doesnt decay anymore) and my underwear.



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Dewdus
Tue Feb 03, 2004 5:01 pm
#104

I think a compromise is in order. How about you remove decay from armor? Your argument on exempting weapons was that they decay on use. Well so does armor. It should be exempted as well. Remove the ability to wear clothes at 0, and the tailors will be covered. Make those two changes and you can just leave Insurance as it is, as far as I am concerned.



Ruldon Otta
Master Bounty Hunter
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