Development Cycle Archive
Thread: Faction Insurance Day Pass: How much?
Thunderheart wrote:
p4Samwise wrote:
-JuN- wrote:
Seriously TH you don't actually expect to get any responses of people that think this is a good idea do you?
I suspect TH knows it's ridiculous...
I know Im going to get some crazy answers, but Im straining to hear those that want to weigh in with good information.
I wish I could believe that.. I've seen DOZENS of threads reach 800+ posts all with good/great posts that have gotten ignored, locked, whatever. The devs go into profession forums, start some half-arsed attempt to show the community they care and ask a question and are never heard from again (case in point: the thread that got asked to Combat Medics about why they all went to Doc that was started monthsago)..
Nothing gets changed like is suggested. When you were trying to fish for a 'sting' for death there were HUNDREDS of posts with ideas and suggestions.. Decay was NEVER listed. Once decay was announced it was WIDELY protested. We don't want it, JustG claims you guys don't want it, yet it gets yanked out of this publish before your hair-brained Faction Insurance gets implemented? Yeah, whatever..
Thunderheart wrote:
p4Samwise wrote:
-JuN- wrote:
Seriously TH you don't actually expect to get any responses of people that think this is a good idea do you?
I suspect TH knows it's ridiculous...
I know Im going to get some crazy answers, but Im straining to hear those that want to weigh in with good information.
It sounds more like it's the Dev's policy to just ignore what they don't want to hear inspite of the fact that the overwhelming majority of the player base hates the manifestly unfair decay system that limits our items to a maximum lifespan of 100 deaths regardless of the item's durability!
This system doesn't just hurt PVP, it hurts those crafters it was designed to help since their buyers know that they won't be able to get full use from their wares. I, personally, have never bought a full set of armor because it's just not worth the cost for the brief time I'm likely to have it.
Please, remove the 1% decay from insured deaths across the board, not just for PvP. Items will still decay when people forget to insure; but if that isn't enough, I'd support raising the decay rate for uninsured deaths and increasing insurance costs as well.
As far as this faction insurance goes, I think that, if you insist on going this route, that it should be just a part of being overt. In other words, no decay for deaths while overt, period.
How silly will this game actually get?? Factional Insurance for insurance??
I realise your doing this to *cough* encourage *cough* people to join factions, but keep in mind you may just end up PO over 75% of your player base...
Thunderheart wrote:
In the teams effort to resolve the PvP Death and Decay, what we are going to be able to implement (for publish 7), is a Faction Combat Day Pass. This "day pass" is Insurance.
You check in with your faction recruiter, purchase a day pass for faction combat (PvP and PvE), and for 24 hours, you will have no decay on your insured items.
How much do you think this should cost?
Decay has no purpose in this game. The devs said it would help crafters but this was never what it did. Lets see how the crafter classes were "helped" by decay.
Weaponsmith- none weapons decay throough use and not death
Aromorsmith- doing fine before decay now even richer thanks to decay (didn't really need it though)
Tailors- none, these were the main ppl the devs wanted to help but you can still wear clothes after 0 decay
Architects- none, houses and furniture arent affected by death decay
Chefs- none, food doesn't decay
Artisan-none, they dont make decayable things
This only proves how horrible an idea decay was. Lets go back to corpse runs now that we can get anywere with vehicles. I'm not saying the devs are stupid or anything just that it was a bad idea that should have been examined more before they pushed it