Then how did you die to ogre 100 times :0
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Unequiping good gear when you most need it. Brilliant!
Told you, I traveled back in time so I could live the 21th several times, but then the flux capacitor broke.Quote:
Then how did you die to ogre 100 times :0
That or you are too dumb to understand figurative speech.
Durability loss > XP loss.
Only downside is yes, 5 slots in your bazaar for repairs. DRIVES ME CRAZY.
@Ilean: Yeesh, hardly. It'd probably be far easier with proper balancing in the future.
Don't be so quick to say that the bosses are what's at fault, particularly just after SE bent each class over and had their way with them.
I think there's a little sarcasm in there, but I don't think they were greatly affected by deteriorating. You could probably run it down to I dunno...20%, or 0, I don't notice a ton of difference on any gear except for weapon. Weapon I tend to notice at least prepatch, a decrease in damage done.
Yup, me too. So, I think durability loss as a death penalty is just fine. But, as you said, in WoW it takes like two seconds and you're up to 100%. Plus, they have repair NPCs in every camp and quest hub and several in each major city.
As others have said, I would like to see NPCs repair to full, even if it costs more gil (as it's a convenience compared to having a repair done with dark matter). And there needs to be more NPCs than just one in each city.
I'm just fine with the current death penalty. I never EVER want to see exp loss as a death penalty again. It would be a dealbreaker for me.
On the bright side to all this repairing, I'm getting lots of sp from repairs at the r45 new dungeon. And some pocket change.
People wanted death penalties.
Could they have thought of a better one? Probably.
Think of some better ones and submit them.
I doubt it's entirely too late if you have a real brilliant idea.
Personally, I think it's a fair enough death penalty. I got no real issues with it.
And also I was never really one who wanted a death penalty.
I was fairly neutral on the issue, but I still think it's fair enough. It beats deleveling, I think.
I think sp/exp loss is most stupid that durability loss ==' go with it. dude.
Personally I'd rather take a durability hit than losing SP. There needed to be some form of penalty for death asides from wasted time. At least its relatively easy to get gear repaired and it is less time consuming than having to regain SP.
I'll take the durability loss. It's nice pocket change as a crafter :D
But part of me feels like it adds up just a little too quickly :/
It's stupid that we need a bazaar slot to put Gil on it
i am completely okay with the durability loss, but it should be allot easier to obtain those repairs. Maybe a few more NPC's would help, I don't agree with them being at camps though. The SP rewards for DoH for repairs should be greatly increased to match with a material syn th. That will get our DoH's out to those camps to wait for those Players to come back from the grave to repair armor. In addition there should be a better faster way to request armor repair. Perhaps a remove all damaged armor command or ability to set a price for repair while still wearing the item... Either way, make it easy, and get those DoH out there repairing!
From patch notes.
Is anyone else bothered by the fact that in order to not loose durability you can't be soloing?Quote:
A further penalty will apply to equipment durability for players who revive themselves via the Return command.
No, because, again, I'm coming from a game where any non-PVP death meant a 10% durability loss and a corpse run. If you couldn't make the corpse run for whatever reason, you lost another 25(?)% and had 10 minutes of weakness.
The penalty itself in XIV is mild by cmparison; I'd just like to see a more user-friendly repair system.
Lol.... preferring XP loss to durability loss? /le sigh
people demanded a death penalty
they got one
now they complain more
Lets also not forget that not everyone wanted a death penalty. I am one of the few who didn't. This is just a game and some of us don't have a lot of time to play. Everything is a time sink already as it is, I don't see why dieing should be as well. But whatever, some people find that fun I guess.
I thought weakness was annoying enough of a penalty for those of us who have a family or a wife nagging us to get off the computer.
durability loss ftw!
Everything that I've been hearing about durability loss is the main reason I haven't logged on since 1.18, and why I might not log on to do anything other than craft until they fix this (If they ever fix this.)
Let me start by saying that I am not against durability loss, but rather, that they have grossly overshot the rate at which one accrues gear damage without enough means to fix said gear. The demographic of the player base that this affects the most are the pick up and play players such as myself which only have a short period of time to play the game, which the FF XIV development team are trying to win over. Allow me to illustrate my point and I will offer up a few suggestions at the end.
What I'm hearing from my girlfriend and many of my friends is that 3 - 4 deaths will take your gear from max (75%) to damaged. That's about a 20% loss in durability per death. Now, for any one that has solo'd leves from rank 1 up and hasn't so much as blinked at party play, I think you can immediately see why this is a bad idea. For those of you who are lucky enough to have a dedicated group to do things with regularly and have not been forced to solo grind leves from rank 1 up, let me tell you that sometimes, there are certain leves where death, and many deaths at that are inevitable simply because of something out of your control such as being the wrong class, being unlucky with enemy weapon skills, fighting Cactaurs, etc.
No, reducing leve difficulty doesn't always help either, not to mention leves such as "The Beating Path" which takes you straight into the pit of hell chock full of tons of aggroing mobs you have to fight off while fighting off the leve objective mobs. I know one reply to this is "Well, don't do those leves." Unfortunately, sometimes we are left with little choice. Would I rather spend half an hour running to another camp, or half an hour cursing my existence as I futily grind out 500 sp on a crappy leve that is at my current camp? Well, when time is a premium 500 sp > 0 sp. And no, I can't just teleport all over the place. Anima is not an infinite resource that one can use blindly to traverse the world, especially when you consider how many times I might need to teleport back to town because...
3 deaths on a leve solo, and you're flagged from all further leves until you return to town. That's right, I will now need to abandon my current leve, walk or teleport back to town to get my gear fixed (most likely to only 75% on non-accessories and pay a fortune.) then walk or teleport all the way BACK to the camp I was just at, only to pray I don't get unlucky again. So, you doing the trio of cactaur's leve in Horizon? Don't get 1000 Needle'd three times or apparently you're a bad player. The bandits or wights in Horizon? Better do it on 1 star difficulty and run as soon as you kill one. Oh, and don't get killed while you're running or apparently you're a bad player. Beating Path? Skip it or you're a bad player. There are countless leves out there with mobs that pop in very bad locations, or are extremely difficult for their level. Also, am I correct in hearing that they raised the difficulty on leves?
This means that soloing is just about dead. What motivation do I have to log onto this game if I know I'm going to spend every moment in frustration out of poor design choices. I mean, the team just lowered Durability damage for weapons a few patches ago, why would they go back and raise it!? With Behest's timer extended far beyond what we had even at launch, and quests being finite and unable to give shield skill, it would seem if I want to focus on leveling I will have to abandon all of the features this game has to offer that make it different from it's competitors and grind off of free roaming mobs.
Now, for all that, I do have a few suggestions on how this can be fixed. If even a few of these can be met, I think that many of the complaints regarding gear damage will have been satisfied. They are as follows:
- Reduce gear damage to 5% on death. This will still impose a penalty that will discourage reckless behavior while not forcing people to either level every single crafting job in order to repair their items in the field or avoiding anything that might pose even the slightest bit of danger. (Where is the adventure without danger?)
- Allow the repair NPC to repair accessories. While accessory damage really does not matter, I often feel embarrassed joining behests with the red repair icon next to my name. It makes me feel like I'm showing the other players that I don't care about my gear.
- Allow the repair NPC to repair items to 100%. With gear at 75%, just 3 or 4 deaths sends us into red. Repairing to 100% would help give us a little wiggle room in allowing 4 or 5 deaths before we have to run back to town.
- Place repair NPCs at each of the camps. There is already an NPC at each camp that offers support imagery for crafting, why not allow an NPC for repairs? Perhaps the NPCs in town will repair to 100%, while the NPCs at camp will repair to 75%? This would allow soloers to still have a shot at completing a leve if they get unlucky with a few deaths, while also saving us a trip to town just to repair after any bad leve.
All in all, I think they swung the pendulum a little too far with their death penalty in this patch. I could live with every single other nerf or change, and in fact love many of them. By adjusting the effects of the death penalty just slightly, I think they can bring this from debilitating to understandable.