Development Cycle Archive

Thread: FINAL RESOLUTION ON DECAY: 1% Decay will be gone with the Imperial Crackdown

Bad_Bad_Leroy
Tue Feb 10, 2004 11:02 am
#105





Belasarius wrote:

...


/so happy i wet my pants


/do back flip


...






It might be wise in the future to reverse those steps.



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
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OnlyMaestro
Tue Feb 10, 2004 11:03 am
#106

Thank You.


Really, thanks for listening to us.



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GroovyKool
Tue Feb 10, 2004 11:04 am
#107

Sweet. Thanks,


Groovykool
Bad_Bad_Leroy
Tue Feb 10, 2004 11:05 am
#108






Thunderheart wrote:





BigSteve03 wrote:
I'm happy about the change, but I feel bad for the programmer who had to work (probably) most nights and all weekend long to get this change into this publish just because some people couldn't accept a simple mistake and wait a little longer for the change.





Thanks for saying so BigSteve


I'll pass along your kind words. They are much appreciated.






I was gonna offer to buy that programmer a drink, but if he prefers words...


Good job!







Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
TickTock
Tue Feb 10, 2004 11:08 am
#109

Thanks I say, as I feel this is the right move.


Why were people so upset about insured decay? Because they love their stuff. People have attachments to their stuff, even if it is replaceable. Can I replace my composite helm? Yes, but this is my helm. Even though it can be duplicated, the one that I've been using means more to me. I have a ring from Jabba's themepark that is slowly working its way to 0 condition, and I can't repair it. Can the ring be replaced? Yes, but this ring is my ring. People don't want their stuff to be damaged in this fashion because not only are they paying to insure it, but people don't see items as renewable resources. Possessions carry meanings to many players.


Rather, I feel the death system should be attacking player's renewable resources. Credits, wounds, and time. Rather than item decay which in its present form isn't helping the economy in the slightest, I feel that players should be receiving minorwounds by cloning, and many wounds by not cloning. In addition, a cloning payment should only be good for one clone, such that repeated deaths should have a repeated pocketbook drain. Unlike item decay, "health decay" actually does stimulate SWG economy, because it vastly improves the demandfor medic and entertainer professions. It keeps death unattractive, uncloned death even more unattractive, and repeated deaths just downright ugly. This I believe is a more appropriate death punishment.
Zathuras
Tue Feb 10, 2004 11:14 am
#110

/applaud thunderheart
/cheer thunderheart
/bmoc thunderheart



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pabstblueribbon
Tue Feb 10, 2004 11:16 am
#111

How about we get rid of the whole decay thing all together, I cannot think of anyone I have ever talked to that thought it was a good idea. I wish they would fire the developer who came up with the idea to begin with
tacwraith
Tue Feb 10, 2004 11:17 am
#112

TH, I believe the system would work a lot better if the decay in pvp was removed IF the player that bites it is OVERT (declared).


Coverts using the TEF to pvp in gcw should receive the 1% decay.






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Nazmo
Tue Feb 10, 2004 11:20 am
#113



tacwraith wrote:

TH, I believe the system would work a lot better if the decay in pvp was removed IF the player that bites it is OVERT (declared).

Coverts using the TEF to pvp in gcw should receive the 1% decay.





I don't know about re-instating decay for coverts, but I definitely like the idea of overts having some tangible advantage over coverts.



______________________________________________________
Nazmo Kilboth 1/04/2004 - 7/09/2004
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terpfan1980
Tue Feb 10, 2004 11:21 am
#114

First things first, /cheer devs and team for taking user feedback into consideration. This may yet save some cancelled accounts (from myself and many others).



Now, getting in a response to the current whiner/griefer:





Angetenar wrote:
Yeah, with decay you actually had to put in some thought on what to do after coming out of the cloning station.

Sure you're out a few faction points, /yawn.

Yeah, you had to put up some pocket change to re-insure, /yawn.

"Wait a minute, I've died 10 times in this raid!!! That really left some dents in my armor. Maybe I should think about this instead of running back out there and throwing myself at that turret again."




I don't necessary disagree with what you are saying, but....


#1, stop whining about it. You are as bad or worse than those that you are complaining about.


#2, slow down and make some suggestions on what you believe should be done to fix the problem. As someone else suggested, a 5 minute cooldown timer after a PvP death, or something similar should be implemented to help avoid problems with people just rushing out of the clone center again and again and again.


With that said, if someone is 2km away from the clone center, it does still take them a while to get back to where they were. Even on player vehicles, it's not a quick rush back to the party to join the fight. It can be slowed more by a cooldown timer, or something similar, and *should* probably be slowed down more, but it doesn't mean that the decay upon death was the proper approach before.


Most people probably would not have an issue with the decay if it didn't apply to Armor. That may yet be changed again in the future to help swing the pendulum back into balance, but lets be patient and see what the loss of the decay in PvP situations really changes.


With the coming Imperial crackdown, there will be many more questions than answers for a while.


Vader and company want to sniff out spices and sliced equipment/weapons - does that apply to Imps as well as Rebels? Rebels that are walking around overt and are sniffed out will get TEF'd? That leaves them vulnerable to Imps, and puts them into PvP situations they may not have been ready for. Should they suffer decay because of the new crackdown? Even if they are just walking across town from the starport to the bazaar or med center?


You lose faction points upon death. It may not be an appropriate amount, but you do lose faction. If you're working your way up the ranks to try to get enough faction to buy a base or something similar, losing faction stinks.


Should you lose durability on your armor from the fight - well, duh! you already do. If you pay attention to the combat spam, you see: Xxxxx hits you for nnnn damage. Your yyyyyy armor prevented nnnnn damage. As that continues, your armor is taking durability hits. So have you lost 1% or 5% of your armor if you keep joining the rush? You betcha.


Should there be other penalties? Again, probably yes. Think of some. Make some constructive feedback and let others help refine such suggestions and let the devs see the discussion and perhaps incorporate the suggestions as changes in future versions of the game.




---
Yay!! decay on PvP deaths is gone, now how about in Creature deaths?!
TheMDude
Tue Feb 10, 2004 11:25 am
#115

*waves finger in a circular motion*

Yay. Woohoo. Now people can run in without a clue or a plan, die, and clone right back to fight more.

Welcome back to the Clone Wars.
cwhooks
Tue Feb 10, 2004 11:26 am
#116

It still seems to me you are make more work for yourself to try and keep a broken death penalty in play. If you had removed decay on any death at all you would have solved all of your woes to begin with. Better yet, if you had changed the death penalty to a large woundign ratio, you would have solved some of the rebound and clone camping problems with PvP currently... Seeing as you mention factional deaths... I get the impressions that only certian kind of PvP deaths are covered... Leaving questions about duels, Imp vs. Imp guild wars, Imp vs Rebel covert guild war deaths, TEF deaths, etc...



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HawthorneTR
Tue Feb 10, 2004 11:29 am
#117

95% of you that post on this thread do not pvp, and 95% of what you say is theory, how about PVP'ing some.




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