Looks like some people enjoy wasting their time and call it "challenging".
I guess there really are all kinds.
Looks like some people enjoy wasting their time and call it "challenging".
I guess there really are all kinds.
Some people only have fun knowing other people aren't enjoying themsleves. Fact of life unfortunately.![]()
I don't mind death penalties didn't bother me in XI gave me something to do after an job was caped instead of just endgame.
also the game already has an exp reduction in place, but if you ask me i rather have death penalties then surplus exp >.>.
Its not fun and yea its only going to encourage "OMG YOU SUCK!" Then in the middle of the battle the victim(most likely tank or heals) disbands and lucky for us we get MORE xp loss. This sense of FEAR of death only make people angry at each other. It also hinders that possible noob healer or tank from partying and learning the mechanics because they are afraid they will mess up and get their head chewed off. Then what is another end result? The lack of tanks and healers(like XI). I'm surprise people are actually defending this ancient method of death penalty. Why does it need to be so severe? "So people will fear dying." Ahh How many people are dying because they wanted to?
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Death penalties should be varying depending on the event you are doing, like have one penalty for dying while on a leve, another for dying in behest, another for dying while doing your own thing. also, you can vary the penalty depending on whether you are weakened or not, to dissuade people from zerging at 1/4 max hp.
The main issue is that if there is no risk to dying in the game, then the challenge dies with it, characters are not supposed to throw themselves into unconsciousness at the enemy without some payback. I know not everyone shares this opinion, but to me the games that made me want to do better are the ones where I know that I have a limited/no number of times to screw up.
Last edited by Kallera; 03-12-2011 at 02:17 AM.
why do people keep repeating no risk of dying = challenge dies?Death penalties should be varying depending on the event you are doing, like have one penalty for dying while on a leve, another for dying in behest, another for dying while doing your own thing. also, you can vary the penalty depending on whether you are weakened or not, to dissuade people from zerging at 1/4 max hp.
The main issue is that if there is no risk to dying in the game, then the challenge dies with it, characters are not supposed to throw themselves into unconsciousness at the enemy without some payback. I know not everyone shares this opinion, but to me the games that made me want to do better are the ones where I know that I have a limited/no number of times to screw up.
why do people thinks guildleves WILL be the ONLY content?
i have better ideas for better challenge, harder content.. not some sp loss/penalty/etc
WoW did this during WotLK with boss lockouts on top of repair costs. You get a certain amount of tries at the dungeon boss per week before you are unable to do it again. The amount of attempts were pretty high and still people manage to reach them. You wanna know why? Because it was challenging lolThe main issue is that if there is no risk to dying in the game, then the challenge dies with it, characters are not supposed to throw themselves into unconsciousness at the enemy without some payback. I know not everyone shares this opinion, but to me the games that made me want to do better are the ones where I know that I have a limited/no number of times to screw up.
Exactly lol. Guildleves are focused more to be casual friendly anyway. So if lowering the difficulty until you find the sweet spot isn't meant to add MAJOR challenge. People are forgetting that in order for a MMO to succeed you need Hardcore as well as Casual. Why is WoW so successful? Because Blizzard knew this fact. They released CATA and changed the game around because the HARDCORE player was angry(and started leaving) because the content became WAY too easy. Leveling up is the easy part but endgame raids/PvP is what attracts the Hardcore to it. Hardcore players are the foundation while Casuals are what make the structure.
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