Development Cycle Archive
Thread: Friday Feature Errata: PvP Insurance Yes, 1% decay, not gone.
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 Assistant Community Relations Manager
More lies NEVER has ANYONE lost faction by being killed by a critter or npc. ONLY when another player kills you. You LOSE faction for killing npc's the do NOT gain. Be straight with us for once!!!!!!!
Crazy_Rob wrote: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?
LOL
"You cannot lose any more Kreetle faction standing."
Thunderheart wrote:
The mechanic used to maintain insurance uses a different mechanic.
That may be true but it really doesn't address the issue. The issue, as I understand it, is:
Why we can't have a 1% decay waiver over an insurance waiver.
You rationalization was, as I understood it:
Because the system cannot tell the difference between a PvP death and a PvE death (but I actually think you were referring to cloning, since decay and insurance does not kick in until the cloning process)
The problem with this reasoning is that the bottleneck in this situation in the cloning process. Since both the insurance and decay mechanics rely on the cloning process to determine what the type of death is, logic seems to indicated that both systems have the same information to feed off of. Therefore, if you implement a system for insurance that can tell the difference between the clone-induced death, it seems that it would also be available for the decay system. I don't think it would even be possible to code these different mechanics without them being dependant on each other.
Wait a tick... so the game system can obviously tell the difference of a Player DB and a non-Player DB for insurance purposes, but decay cannot be stopped in the case of a Player DB because there is no way to tell it was a Player DB? Thismakes no sense.
Please please pleasefind a way to make this so. You have gotten PvPers very excited because no decay upon PvP death would mean much more GCW action. Insurance money is no problem to most people concerned with PvP... it's losing your armor and clothing to crazy decay rates and not being able to replace them. This is a massive letdown, and the GCW will continue to suffer greatly because of it if not fixed.
TH, that is not true (at least not for me). When an IMP NPC kills me, all I lose is pride. I have never (to my best memory) lost faction to an NPC death
Thunderheart wrote:
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.
Thunderheart wrote:
*hangs head*
Nope. It really was wishful thinking...
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.
Thanks! I think I understand what you are trying to do by making death painful, but weapons and armor decay naturally. They are technically not really useful after they go to zero condition. For clothing, why not just give us the use based decay that we have been asking for since the beginning? I am sure that if we got this that there would be few, if any tailors who would complain if their insured clothing did not decay at death. They would also decay naturally with use (like weapons and armor) and we would get repeat business. Of course, they would still need to dissapear when they get to 0 condition.
I can't believe this.
So there is no way to remove the decay penalty if you die and either lose Rebel faction or Imperial Faction?
It seems simple, but the current explanation given does not make sense. What am I missing here?
When I die to an NPC, I do not lose Thug, Nym or whatever faction, so the system must know the difference between an NPC and player kill.
Thunderheart wrote:
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.
Tanks wrote:
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.
2 responces to this
!) yay tanks Finaly a questoin he might answer cause he sure ignores the rest of us
2) I had been wondering if the 2 tanks where one and the same