Q&A wrote:
Sure. The degraded items are partial successes; it works in a similar way as the partial successes in fight, for example. The percentage shown on the interface is the complete success rate; you have also a percentage of partial success, linked to the difference between your level and the crafted item quality, using a static table similar to the one I was detailing this Q&A (3rd answer). And no, it hasn't been modified lately.
Wait, I'm confused, "percentage shown is... complete success rate." So does that mean the success rate of a perfect undegraded item or does that mean the success rate of not failing? If it's the latter, it's not particularly useful because the penalty of a fail (wasted focus) is practically non existent compared to the penalty of a degrade (wasted focus AND mats, particularly bad when excellent and supreme)
Q&A wrote:We have currently no plan to attribute direct rewards for defeating opponents in PvP - doing so just doesn't work usually, it is too exploitable. For example, what would prevent two friends playing opposed characters to chain kill each other, just to get the rewards?
How about just the negative then? You should lose fame with a faction when you kill someone in high standing from that group. Not exploitable. Maybe just make players think before attacking without regard to faction.
Q&A wrote:If we deactivated PvP upon TP, we would open the path to exploits, like being able to be fully regenerated without on-site help when you're almost dead in a FvF conflict (just TP somewhere else, get healed, and re-TP nearby); when used by large number of players, it can make a real difference.
Ok, so why don't you just allow anyone to heal anyone? Why must it be so restricted? Current PvP Zones allow you to attack your own teammates, no restrictions on that. And the heal-ban can't be prevention of traitors healing from the opposing side, because they could just as easily decide to attack their own team if they wanted to doublecross. The community of this game is incredibly friendly and helpful, and it severely aggravates people when they can't rez a friend, regardless of faction.
Edit: I see how TPing out of a PvP zone to be healed could theoretically be exploitable but the current situation is a poor prevention method. We can't even heal allied teams when trekking through PvP zones? Or a Karavan follower can't rez a gassed Kami-side digger?(but we can attack our own team?)
Q&A wrote:The only safe zones for them would then be near the town guards, who would attack enemies on sight.
So we can expect players to be drawing the fire of town guards in the future?