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.
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.
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.
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
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.
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
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?
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