Originally Posted by
solracht
I am neither for or against his idea but people have addressed this in the last pages.
There's a worse penalty than losing experience points when doing missions or events: it's called failing the event. It's what happens when you lose too many times and your group either gets tired or runs out of time, or when the event is actually timed and you run out of time to keep on trying.
The penalty is not getting that cutscene, not getting deeper into the dungeon, nor getting items. Whatever your motivation was for doing the event in the first place is not accomplished.
Nobody cares about EXP loss during events/missions, especially since there are usually people who have Raise spells. In FFXI there were events where you had to sacrifice people in order to win (kite adds or suicide pulls) and it was done without hesitation. What's your answer to that? Perhaps they cared about something else beyond avoiding the death penalty? Perhaps losing the event was indeed worse than losing exp?
Do you honestly think that the reason people didn't try some events in FFXI was because they would lose some exp upon death? No, it was usually because most hard fights required some pre-reqs that couldn't be reobtained overnight, or because you could only do them a few times per week, or because the events were annoying enough to end up in failure without the right people (which translates into a waste of time, which is also a penalty).
A harsh death penalty is also not enough to make death matter during an encounter. Even with a death penalty, people were raised mid-battle in XI. Even with a death penalty, you saw zombie attacks. Don't you realize exp loss failed as a death deterrent in endgame events in FFXI? In XIV, do you really think linkshells wouldn't make people Return midfight if they died and their contribution for rejoining the fight could net them the win? (even with an exp penalty).
What you need to do is to make death matter by limiting how much you can recover during an encounter. What Yoshida suggested works for this, with some slight adjustments to Raise and encounter mechanics.