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The topic is "Another insurance proposal" meaning the topic relates to Insurance. The Poster posted their's now those of us interested in a change of insurance are posting ours along with it. It's still on the topic of insurance....I'd say since Insurance is what's in question here that would make them highly relevant. If you want a post directly related to the initial posting well I'll give you one..but what they don't have the right to do is hijack threads, posting those opinions where they are completely irrelevant.
While it may increase time loss to dying but it does nothing to restrict on the long term the item dependent game play that is choking the life out of fel, if nothing it highlights it.Doubleplay said:Dismiss me as stupid or whatever, but does the following have any merit?
Leave insurance just the way it is re. cost and recovery of items. However every time you die and insurance pays off, you lose some percent, say 5% of your resists and possibly 5% of your weapon's abilities. This is a stackable loss. The second time you are killed, the percentage would be 10 and so on.
Then in a central location, perhaps in Brittan there would be a special shop where you can go at any time to recoup all the total percentage loss you are carrying with a lump sum payment. This would attach a penalty to using insurance that is progressive, finally requiring the benefactor to leave the scene of battle to re-up.
Item Dependence is what keeps the Haves and the Have Not players from meeting on the PvP field with equal results. PvP is Player vs Player, not Suit vs Suit. It should be a measure of a players ability to use the template he built effectively through skill of play not through benefit of mods on a set of armor. Insurance is a plague to PvP regardless of what the PvP community wants to claim, it hampers proper balancing efforts because items can allow one to surpass and expect to remain beyond the standard 700-720 point skill cap. You can't balance PvP as long as a means to delegate up to 70 points in a skill to items allows players to circumvent any adjustment made. Adjustments of Resists on armor through combat damage won't fix this issue, if they armor can simply have the damage removed.
The Simplest and most assured way to bring PvP balancing back into a workable light is as has been mentioned many times before the total removal of insurance in Fel, and the negating for Bless functions on Armor and weapons on that facet. Let spell books, without bonus properties, keep "blessed" status let normal Clothing keep "Blessed" status, but artifacts, gift armor, gift weapons, and clothing with magical properties (Crimmies, Vine Cord Sandals, Robes hooded or not that have bonuses to resists for example) should loose the benefit of a Clothing Bless deed or blessed property if they came that way in Felucca. Nothing short of this will make a major impact on the harm Insurance does in Felucca on the larger scale. Look at this list of things Insurance does to Fel...
- Hampers game play balance
- Removes actual Risk form game play in Fel
- Substitutes Items for actual Skill in PvP
- Restricts Players from experimenting in PvP due to the initial cost of a "PvP Suit"
- Reduces the market for Crafters who don't have the time to fill countless BODs Before Insurance Crafting sold because people actually lost items.
- Restricts and almost removes the usability of any entire skill set (thief) from PvP game play.
The idea of deteriorating Resists on armor does nothing but provide a brief interlude in PvP, on the broader scale it has no impact on the issues that are harming Fel overall.