Publish 28
Moderator:Lexx Yovel
For all those worried about losing stuff...that's why they still added that no-drops and bio-links can't be looted from PvP... that means the Devs are trying to encourage those who just play SWG for PvP to actually get involved in the regular game/quests to so they will actually work to get stuff that they can't lose from PvP
- Lexx Yovel
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True, I am more comfortable not losing bio-linked armor; HOWEVER, if you read the other patch notes, they also mention they are *dropping* some bio-linked, and non-trade items. This will make some items we believe will not be lootable, possibly lootable. And that leaves the vague question of "hard to get items." I could argue that all my items are hard to get. I'd need to see a list of items the devs consider to be hard to get first.
Also, people will not PvP with any lootable items on them. They are going to the bank and putting it in the safety deposit or storage homes. Why not save us players some time, and get rid of lootable items altogether. People will adapt to changes, but it doesn't mean it'll be fun to do so.
Also, people will not PvP with any lootable items on them. They are going to the bank and putting it in the safety deposit or storage homes. Why not save us players some time, and get rid of lootable items altogether. People will adapt to changes, but it doesn't mean it'll be fun to do so.
Looks like they took down the polls and I don't recall the latest vote tally, but I doubt it changed from the landslide No Loot vote of 64%.
I just don't see them putting this feature in, as unpopular as it is. NGE was different case, this game needed an overhaul badly. PVP looting will have no positive impact on the game at all, I think they intended it as a carrot to draw back the PVPers.
So, I'll be shocked and speechless if this goes Live.
I just don't see them putting this feature in, as unpopular as it is. NGE was different case, this game needed an overhaul badly. PVP looting will have no positive impact on the game at all, I think they intended it as a carrot to draw back the PVPers.
So, I'll be shocked and speechless if this goes Live.
They've just announced that they are not doing the Loot thing.
Publish 28
Last week we also released some more detailed information about Publish 28. This information has been fairly well received by the community, with the clear exception of one particular feature, our proposed PvP death penalty.
Our design proposal was to reward the winner of the PvP fight with a random item taken from their target. As many of you know, we put up a week-long poll to gather more feedback on this proposal. Well the results are in:
Publish 28 is bringing some new PvP enhancements to SWG. We want to know which of these five possible Death Penalties you would prefer:
- No Penalty. When I am killed, death is the only inconvenience. (63%)
- Lose credits based on level. The higher your character’s level, the more credits you will lose. (24%)
- Lose one item. When killed in PvP combat, you will lose one random item from your character’s inventory or that you have equipped. (4%)
- Lose one item and also credits based on level. When killed in PvP combat, you will lose one random item from your character’s inventory or that you have equipped and credits based upon your character’s level. (2%)
- Free loot. Your attacker gets to pick one item to take from your character’s inventory or from your equipped items. (8%)
Total Votes: 8170
Based on this feedback we have decided that we should not implement the random item loss as a PvP death penalty. We are now investigating other alternative ideas instead. As I have more information on this, I will be sure to share it.
When we post these things, remember that we’re looking for feedback on ideas, so having discussions about the pros and cons of these items really helps.
Probably just a rounding error... but you are right, they should have cought that
I am glad they are not implimenting the loot idea, but I think theys hould bring back some sort of penalty, be it wounds again or something to that effect. This death for transportation is just messed.

I am glad they are not implimenting the loot idea, but I think theys hould bring back some sort of penalty, be it wounds again or something to that effect. This death for transportation is just messed.

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- Lexx Yovel
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LexxYovel wrote:Oh, I definitely agree they need a penalty. ALL of the poll choices were awful. I would support a decay system where once it reaches 0%, it cannot be used... but then you need to go to a corresponding crafter to buy a repair kit (then it can be repaired back to 100%).
Didn't things used to be like this?!?!?!

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LexxYovel wrote:Sort of, but once things were decayed, you couldn't repair them completely... and when they were completely decayed, you could still sort of use the items.
OK, the reason things were never repaired completely were to force people to use crafters. The idea was the decay would drain old items from the system so that new items could be created. This is what the economy was based off of and why it worked. The repair kits would repair the decay, but only a percentage. In the end, it was done this way so that you would still be forced to see a crafter. IMO, that's the way it should be. Look in real life, you can repair something, but in the end you're going to have to buy something new eventually.
As far as things still working after being completely decayed, that's a bug that should have been fixed before the game even went live.

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