If someone wants to play reckless let them. Implementing EXP loss is not going to improve the overall population in this game so I don't think that would be a particularly good idea.
I disagree. I think implementing EXP loss (or better, a exp penalty like EQ2 does, similar to say, surplus) will cause the majority of players to look before they leap. I can say that my experiences in FFXI, where death was tragic, and a tank sacrificing himself to save the party was a heroic action, are much more enjoyable than those in other MMORPGs where your whole party wiping was nothing more than a slightly higher repair bill and a minute or two downtime.
I would be all for increasing the death penalty, but I am sure that this won't happen, as the trend is to make death as painless as possible. Oh god I remember MUDs where certain races had permanent death, talk about death penalty!
The balance I'd like to see is one that isn't so severe as to discourage trying something unorthodox, but which also isn't so lax that one doesn't at least have a plan to whatever unorthodox thing they're trying. Note that I have no idea where this balance point would actually sit. I'm not even sure I could come up with something that would fulfill those two conditions for me, personally, much less for the majority of the player base.
The problem here is we're trying to make a one-size-fits-all death penalty. the always sp loss when you die but it doesn't come out of the sp you have. We all know that the sp you get it based on the hp of the mob you kill so if you die with the mob you were fighting at 50% hp you lose 50% of that mobs sp (was a bigger sting with the old sp system because you earned it as you fought) so it think what they should do is stop the mobs hp from filling back you so it doesn't recover the sp it lost from the hp it lost and let there hp affect the mob's drops in the same way it works on sp.
The game does not need to be made easier...that's not even close to effective.The problem here is we're trying to make a one-size-fits-all death penalty. the always sp loss when you die but it doesn't come out of the sp you have. We all know that the sp you get it based on the hp of the mob you kill so if you die with the mob you were fighting at 50% hp you lose 50% of that mobs sp (was a bigger sting with the old sp system because you earned it as you fought) so it think what they should do is stop the mobs hp from filling back you so it doesn't recover the sp it lost from the hp it lost and let there hp affect the mob's drops in the same way it works on sp.
Would each death affect the drops/sp of a monster, affecting even players that survive the battle? That's not appropriate.
If it didn't, than it might as well not be there. The sp loss is all but nonexistant unless you counted for a solo encounter against said mob. Causing higher penalty with difficult mobs, but no penalty at all for the weakened trash. You could suicide yourself against a train of trash and marmots to save yourself the trouble.
Last edited by Kallera; 07-02-2011 at 12:17 AM.
You say that like it's a long time. It's not. It used to be 5 minutes.Second the weakness status lasts for three minutes.
This game has almost no death penalty at all. Your argument is invalid.
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Last edited by Alhanelem; 07-02-2011 at 01:00 AM.
See here this is not one-size-fits-all death penalty this just for a solo player for a party if they add exp chains, a death would break the chain and you would not be able to start a new one till all players were un-weaked drop and sp would only see an affect if the whole party died and you would lose the party buff for partys of 4 or more.The game does not need to be made easier...that's not even close to effective.
Would each death affect the drops/sp of a monster, affecting even players that survive the battle? That's not appropriate.
If it didn't, than it might as well not be there. The sp loss is all but nonexistant unless you counted for a solo encounter against said mob. Causing higher penalty with difficult mobs, but no penalty at all for the weakened trash. You could suicide yourself against a train of trash and marmots to save yourself the trouble.
So youIt still doesn't address the problems of dying to lower level mobs that don't give exp or give neglibable exp compared to what you are fighting. The sp lost is pracftially insubstantial its hardly a deterrent, I could just find another mob and get all the lost sp back + half a mob even in your example.See here this is not one-size-fits-all death penalty this just for a solo player for a party if they add exp chains, a death would break the chain and you would not be able to start a new one till all players were un-weaked drop and sp would only see an affect if the whole party died and you would lose the party buff for partys of 4 or more.
And I've yet to hear anything about exp chains, why are you including that? The party buff could be gotten around by disbanding and reforming. The loss of SP again is negliable for a party. Unless your only intent is to severely punish endgame players hunting the most difficult mobs, which again, falls prey to playing killing themselves on lower level mobs in an effort to circumvent it.
Ok for th pt buff you would only lose until all pt member's were un-weaked. And as for die to mobs who lower lvl than you (not really sure why they're killing you) there doesn't need to be a punishment playing badly is always its own punishment just not right now. And for exp chain it just an example of a way to slow bad player from moving forward quickly if they made a system were your pt buff got more effective as you killed things I would come up with a way to use it.So you
It still doesn't address the problems of dying to lower level mobs that don't give exp or give neglibable exp compared to what you are fighting. The sp lost is pracftially insubstantial its hardly a deterrent, I could just find another mob and get all the lost sp back + half a mob even in your example.
And I've yet to hear anything about exp chains, why are you including that? The party buff could be gotten around by disbanding and reforming. The loss of SP again is negliable for a party. Unless your only intent is to severely punish endgame players hunting the most difficult mobs, which again, falls prey to playing killing themselves on lower level mobs in an effort to circumvent it.
You've just diluted your whole suggestion to nothingness, it doesn't deter bad play, it sure as heck wouldn't deter anyone I know from running into battle three sheets to the wind. I've explained it to you why lower level mobs could be used to circumvent the insignificant sp loss you proposed, thus evading your imposed punishment for an imaginary one, a stray shot from a train, bloodporting or just by targeting the weakest mob and "fighting" that, and your scott free. And that's without going into that part of your suggestion is for a system that isn't even hinted at!Ok for th pt buff you would only lose until all pt member's were un-weaked. And as for die to mobs who lower lvl than you (not really sure why they're killing you) there doesn't need to be a punishment playing badly is always its own punishment just not right now. And for exp chain it just an example of a way to slow bad player from moving forward quickly if they made a system were your pt buff got more effective as you killed things I would come up with a way to use it.
Last edited by Kallera; 07-02-2011 at 03:20 AM.
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