is it April 19th yet sorry I stuck up for you a few time but after an ultimatum to se all i see is a sad man and no sp lose
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is it April 19th yet sorry I stuck up for you a few time but after an ultimatum to se all i see is a sad man and no sp lose
Having SP/EXP loss with the fatigue system still in place is pretty redundant. In with one and out with the other, if sp/xp penalty is ever considered. Although, I remember hearing of a system in another game where when you die, you don't actually "lose" xp, but when you die a separate "buffer zone" meter accrues xp and you gain 50% XP toward your level and 50% xp into depleting that "buffer zone." It sounded pretty cool to me, I hope I explained it well enough.
Although, looking at the item durability loss again as a penalty, I could see how that is punishment enough. If you were to constantly take like, a 25-30% hit per death in a long battle, your gear would get worthless fast. Imagine having to bring people to linkshell events not to fight the NMs or what have you, but have crafters on the sidelines to patch up people's weapons/armor lol. A new form of back line class!
Idea for a penalty if you all really want one.
1. 75% Movement speed reduction.
2. Blood Rite effect
3. All Abilities used in weakness become 10 Minute cool-downs.
4. Anima cost returning upon death -10 Anima cost.
5. All stats reduced to 1 underweakness.
6. Enmity greatly increased when near an engaged enemy over time.
This will make zerging hard, and death warping negated.
With the blood rite effect if you have 100 hp and you attack the mob, you'll lose 10 hp. If you have 10 hp left and you attack again, boom your dead again even if the mob doesn't attack. If you're bleeding a lot and you move around, what happens, you make the injury worse.
Making cooldown last longer when weakened, will definitely keep anyone from zerging a monster. And with stats reduced to one why bother attack anyway. Just by standing near the mob it will know you're weak and will want to kill you, so after standing near it long enough it will turn towards you even if the tank has had hate for a while.
Losing exp is way too annoying. I work hard for my ranks/levels, I just HATED it when I deleveled in FFXI, it became too time consuming to re-level all the time. Plus, it makes people mad when they die in a party because something RL happened and the healer couldn't heal because of it.
Not everyone is an hardcore gamer, I am a casual gamer and while I do like challenges, I hate it when I get my efforts torn down for whatever reason.
Hey guys, I heard its INCREDIBLY CHALLENGING to spend more hours in front of your computer so you can re-gain lost XP. The OP is either delusional, or an FF11 fan trying to see this game turned into that.
MMOs are not challenging to an individual player. They never have been. Penalizing a single player does nothing for an MMORPG except entice them to look for a better game.
Tell me, how do you challenge me by telling me to re-do something I have already completed? How will re-gaining a level challenge me, especially when most deaths in MMOs come from bad groups, disconnects, and exploring. If you want to be challenged on an individual level, go pick up an RTS or side scroll shooter. At least those genres require some sort of reaction speed, and actual thought.
Give me an immersive game world, dungeons to explore and conquer, some actual STORY LINE, do not however waste my time with pointless time sinks put in place only to stall a players progression / buy more time for devs to make more content.
I'll do things at my pace, I will be faster than some players, slower than others. The game doesn't need to try and FORCE that pace for anyone. Which seems to be what you call 'challenge'.
Loose XP , not SP.Everyones happy.