Results 1 to 10 of 618

Dev. Posts

Hybrid View

  1. #1
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Quote Originally Posted by Kallera View Post
    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 keep repeating no risk of dying = challenge dies?
    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
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    761
    Quote Originally Posted by Chardrizard View Post
    why do people keep repeating no risk of dying = challenge dies?
    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
    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.
    (0)
    Want to have more freedom on how you look!? Support this thread!:

    http://forum.square-enix.com/ffxiv/threads/39544-To-The-Devs-A-World-of-Individuals

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    88
    Quote Originally Posted by Akumu View Post
    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.
    Exactly. Nicely put lol

    On a side note, WoW instances are really fun. I like the one at Ulduar where you can pair up with someone and one drives the tank, the other controls the canon. I love using the canon and just spam those fireballs at the mobs :x
    (0)

Tags for this Thread