Ummm... how does a healer develop healing skills without partying? Just wondering...I haven't forgot...but also doesn't this promote skillful play? If you have a tank who is afraid to fight because the healer sucks...maybe the healer should be removed from the PT and develop his/her skills before PTing? Again I don't see the problem with having a more serious death penalty to make players better...
OP is a bad troll... /close thread please.
Healer strike is ridiculously foolish and accomplishes nothing
Death is not itself a penalty. It is a state. What happens once you're dead? What effect does dying actually have? The answers to those questions are what make up a penalty for the state of being dead.
Death penalties are tricky things. They need to be severe enough to discourage dying, but not so severe that they discourage experimentation and exploration. Not getting a reward is only a penalty if you care enough about it in the first place. Failing to receive a bonus isn't inherently a penalty, unless it's a bloody good or wanted bonus.
A penalty can impact a single player or an entire group. It can affect resources or actions. The current weakness + return to aetheryte penalty targets the time resource. It can affect just you, or your group if it is necessary for you to be at full strength for the party to proceed. And if you don't wait for it to wear off, it can affect what actions you take with your character.
A massive durability hit, on the other hand, targets the money resource, but does not have any short-term or immediate effects unless you've crossed a durability threshold.
Experience penalties generally hit the time resource, and do not have an immediate impact unless one delevels or ends up creating an unacceptable XP spread in a leveling party. They are inconvenient over the long term but don't change a character's viability in the present.
Really, FFXIV's death penalty is about as mild as it could possibly get.
Oh bah. I thought this was going to be about the admiral's gun.
GLD is not GLA! But apparently, it IS GSM!
I'm still disappointed this isn't about the Corsair Mythic gun.
Surely you must consider Kirby's Epic Yarn the greatest game of all time.Now I am being accused of bashing when I have yet to throw an insult at anyone. Thats interesting. As far as your comment to my actual comment. Its is poor play in your opinion. You still desire to punish not only the players who don't play like you but everyone else. There are many cases where you can play as perfect as your desire but you will still die. I also don't think you trying to understand the point that is being made from your responses.
Let me make this clearer. I believe there are better methods than death penalty that would encourage gamers to want to be more successful at engaging enemies and that if there are DP, it should be done in a way that does not prevent or delay the gamer from playing.
A non death penalty option can be killstreak or survival bonuses. These bonuses can range from more XP gain, higher DPS, faster regen, etc. However such a bonus can be either semi permanent or time limited. However when you do die, these bonuses are removed until the requirements are met.
A non intrusive death penalty can be time deduction during leves or any time limited quest.
But if there's nothing at stake, are you really achieving anything? I mean it, as a gamer who's played since the NES, I may have cursed at the screen at times when I got a game over with no way to continues in Rescue:The Embassy Mission, or Battletoads, but I did want to do better and better each time, to avoid said result, or even just to show the damn AI, until I finally beat it.
Last edited by Kallera; 06-30-2011 at 05:28 AM.
We need it so that if we die, we lose exp. Granted, not as much as in XI, but exp loss would keep people from doing stupid crap...like..a GLA tanking in cloth armor with a gimp shield and never blocking....
Last edited by Dubont; 06-30-2011 at 05:32 AM.
Healer strike is ridiculously foolish and accomplishes nothing
GLD is goldsmith, GLA is gladiator.
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