I couldn't find a dev code that had anything to do with player death or general XP/SP concerns, so I tried to pick one it could possibly be lumped in with.Running back from the bind and waiting for the resurrection sickness to expire is a time sink.
An experience/skill points loss is nothing else than another time sink (you lose the time you spent to earn that experience/skill).
It's exactly the same, in an apparently different form. The system can stay as it is.
PS: How is this related to 1020?
dev codes are, if i understood correctly, to be used exclusively when the discussion is related to the topics listed in the related dev thread.
It's not even that appropriate since dev1020 is about party dynamics, and you can pretty obviously die when you're solo or when you're in a group.
Ah, noted. I'll remove the tags and see what I can do about getting the title changed then. Thanks!
If a community mod reads this, I'd appreciate it if the dev code could be removed from the title just to keep things clear.
Done =)
GM Bublex
Last edited by Bublex; 03-12-2011 at 07:07 AM.
First off I loved that you stated the problem with the current system, your interpretation, and then a solution. It wasn't just ranting but great feedback. These posts and everyone's comments will help the game go forward not the constant complaining, so I thank you for you post
Now to the real post. I agreed that FFXI death penalty is harsh. It took me a good while to get certain jobs unlocked because I didn't want to wait to build a buffer and would die dropping me below 30 and had to lv up again. Similarly WoW's death penalty is just a pain in the ass. I hate running back to your body in a ghost form, its a time waste in my opinion. Finally FFXIV death penalty or lack there of just always players endless chances. When I solo a leve I put it on 5 stars and make a go at it, if I die, I set it to 4 stars and continue. I repeat the process until I get to a place where I can complete the leve.
I like your suggestions and agree with them a lot. I think doing some similar to CoH and CoV is great. Yes you lose exp/sp whatever, but its more of a debt you must pay off. I like how CoH also makes it that you can't de-level as well. Also I like that when leveling after you die a portion of exp goes to pay off the debt while some goes to lv that way multiple deaths just aren't stacking up against you. I had parties in FFXI where I died 2 and 3 times and that would destroy all the work I had done with the party and the next week of soloing. I think CoH had a good alternative to death. Also, I like you raise idea as well. I hated being at a high level and needing a Raise II or III because raise I just didn't make the XP lose bearable.
I hope this post helps the conversation. Its early here and I am not fully awake yet![]()
OH YEAH!!!
Having anything short of just weakness is only a time sink. Why would anyone want more time sinks?
As of right now the weakness effect is there to prevent people from zerging their way through the game and I see no reason why there should be more added on top of it.
To those wanting harsher death penalties I have a suggestion, make an effort to NOT to die. I never understood the need to want to be punished. It doesn't register with me.
Last edited by CupDeNoodles; 03-11-2011 at 08:24 AM.
Yea, their needs to be a penalty, make my endless grind more interesting.
I'm not sure if this has been posted yet, as I'm not patient enough to read through 11 pages.
I could see an exp debt system working for FFXIV.
It would function like this:
On death, an exp debt bar fills up by a certain amount/%. While you have debt, any experience you earn will decrease this exp debt bar, but will NOT increase your regular exp bar. When the debt bar is emptied out, exp gains function like normal.
In addition, the exp debt can be wiped through money contribution (stiff pay) or perhaps a once-a-week repeatable quest.
From a lore perspective it would be funny to see how they would spin gil donations into XP debt removal.I'm not sure if this has been posted yet, as I'm not patient enough to read through 11 pages.
I could see an exp debt system working for FFXIV.
It would function like this:
On death, an exp debt bar fills up by a certain amount/%. While you have debt, any experience you earn will decrease this exp debt bar, but will NOT increase your regular exp bar. When the debt bar is emptied out, exp gains function like normal.
In addition, the exp debt can be wiped through money contribution (stiff pay) or perhaps a once-a-week repeatable quest.
If they DID go with an XP loss penalty, that would be a nice alternative to wiping it. XP debt with an alternative is better than XP loss -- I can get behind that.
Pay a priest/mage/whatever for magical soul healing. Or a warrior/thief/whatever for training (because obviously you weren't as well trained as you thought you were).
Perhaps they could have this exp debt decay over time as well, to give a "reward" to those who die less often.
Introduce bonus effects for not dieing, so when you die, you loose the effect of the bonus.
For example:
Slaying and defeating adversaries currently gives players experience points. If in addition to the level progression experience points they give you for killing beasts, you also received points for staying alive. The points gained are used to reach milestones which result in attribute bonuses.
With each milestone you receive, you will enhance certain aspects of your Player Character.
Lets just say there are 5 tiers.
* Rank 0 – No effects.
* Rank 1 (5,000 points) – Raise all Attributes by 1
* Rank 2 (10,000 points)– Raise all Attributes by an additional 1
* Rank 3 (20,000 points)– Raise all Attributes by an additional 1 and gain an additional effect to increase running speed.
* Rank 4 (30,000 points) – Raise all Attributes by an additional 3
* Rank 5 (50,000 points) - Raise all Attributes by an additional 5 and gain an additional effect to increase running speed.
If you obtained rank 5 and you died, you would fall to rank 4. If you were rank 1 and died you would fall to rank 0. If you are rank 0 and die there is no loss as you are have no bonus effect.
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