You know this may not be a good idea due to the fact that weakness... USUALLY effectivley prevents you from wanting to get into a battle, I think it'd be an unnecessary add on.
No. Please don't consider *ANY* SP loss system for death.
It's an antiquated and surpassed system basically any other MMORPG developer is doing away with, for obvious reasons.
This game doesn't need (nor can really support) any more time sinks. Alienating a further part of the customerbase by adding the furstration of wasting further experience/time isn't exactly something that would benefit the game or it's users.
Let me first say I am against SP lose on death, however if there were a loss it would separate the men from the boys so to speak.
I like what SE has tried to do with this game. Make is solo friendly while having the party feel. I think that SE is currently pandering to much to the "weekend warriors". I know that not everyone is a hardcore gamer and I understand the need for soloing being balanced, however some of these last patches make me wonder if SE is trying to turn away it's true fan base. Just as a heads up its not the "weekend warriors". With upping the SP so that people can get to 50 in a matter of weeks is absurd. The new MP regen was a mistake or at least they need to slow down the amount of MP per click.
I look at these post and see all the whining of its too hard...please make it easier. My question to SE is who do you think is going to stay with you longer when we do start paying? The "weekend warriors" or the true fan base for FF? What is the incentive to pay for a game when you have already reached max level so far in the game. My opinion is that those that whine the loudest even if they did make all the changes would leave the game as soon as they have to pay for it!
I agree with this 100%. MP regen completely made Tranquility, Exaltation, MP Absorb as well as stat planning and MP management redundant. With the current MP regen, I was able to heal a party against any NM simply by healing and putting weapon away until a member needed a Cure III. Through the whole ordeal, my MP never decreased passed 50% point even on the harder hitting NMs. I would prefer MP regen to be removed and turned into an item perk limited to classes without a large MP reservoir and recharge ability like DoW. Perhaps an MP Egg item for your pouch slot so that DoW can recoup some MP without having run to crystal all the time.
I have played a lot of mmorpg's and I think it's only natural that you lose some EXP or SP upon death and get a temporary debuff. But they should leave it at that.
When they implement something like equip loss or durability loss of equips I will defenitely oppose such a thing though.
Harsh death penalties are a superficial time-sink and bad game design. Any mechanic that encourages people to walk away from the keyboard for too long is bad design. Also a mechanic that takes away sp/xp is simply there to make it take you longer to skill up is simply there to make you play longer. It would be better to give people content to keep them around longer than to take away there sp/xp just because your a bad game designer and couldn't come up with more content. Death penalties also discourage exploration of your game world which again is bad game design.
agree with xzen.
not only is it bad game design that discourages exploration of the game, it would discourage people from wanting to play a game that's already critically tenuous in terms of players. many players have already said that they would not play if an exp/sp loss is implemented. and right now, SE can't afford to push players away, especially since they're so close to the patch that should (hopefully) begin to draw everyone back in.
unfortunately, threads like these which try to inject bad game designs into a game that is already deeply flawed but trying its best to change, are really irresponsible. the OP doesn't even qualify the need for a deterrent. if you're going to make a suggestion then it needs to have a clear purpose, which this idea does not have.
right now we need to be looking at the big picture and to be implementing ideas that improve the future health of the game. the game needs to draw players in, not push them out.