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  1. #1
    18 pages still not a proposal that is siginificantly better than the current one that is worth considering of re-implementing. I'd say let's see how the battle system change turns out to be and then look at DP again.
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  2. #2
    Player
    Rentahamster's Avatar
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    Quote Originally Posted by ryuuseikan View Post
    18 pages still not a proposal that is siginificantly better than the current one that is worth considering of re-implementing. I'd say let's see how the battle system change turns out to be and then look at DP again.
    You didn't like mine? I thought it was pretty good.

    http://forum.square-enix.com/ffxiv/t...ll=1#post21748

    I do not think that having XP loss is a good way to make death more threatening. There are too many negatives that outweigh the positives, and it discourages more than it encourages.

    I agree that the current system is a little too lenient and most players tend to throw caution to the wind and just go for it since the penalty of death isn't that severe.

    There are better ways to make a player not want to die. How about this:

    For every 24 hours a player goes without dying, they get one "life point". Upon accumulating 10 life points (maximum of 15), the player gets to enjoy certain bonuses that he can choose (up to 2): +5% attack/mag attack, +5% defense/mag defense, +5% accuracy/mag acc, -5% MP cost, +5% TP gain, -10% gil from NPC shops, +2% SP bonus.

    Characters with 15 life points also get some sort of physical appearance boost, like a healthy glow, or something. I dunno, something that looks cool and attractive, but not too gaudy.

    The lowest amount of life points you can ever have is -5. If you ever have a life point total between -5 and -1, your appearance takes on a slightly more sickly look. Nothing too severe, as that would discourage a lot of ppl, but noticeable enough so that I can look at that player and know, "that dude dies too much".

    Upon dying -

    A player loses 3 anima.

    All gear except the weapon takes a 15% durability hit.

    You lose 10 life points.

    Weakness status for 3 minutes.


    If a player is raised -

    You only lose 5 life points.

    Weakness status for 3 minutes.


    If a player is raised with the skill "Raise II" -

    You only lose 5 life points.
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  3. #3
    Quote Originally Posted by Rentahamster View Post
    You didn't like mine? I thought it was pretty good.
    I don't think making the system complex will make it perform in a more balanced way, as we know complex systems are hard to balance. There needs to be a simple, elegant, and considerably better DP scheme...
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  4. #4
    Player
    Rentahamster's Avatar
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    Quote Originally Posted by ryuuseikan View Post
    I don't think making the system complex will make it perform in a more balanced way, as we know complex systems are hard to balance. There needs to be a simple, elegant, and considerably better DP scheme...
    I didn't think it was that complex. If you think it's too complicated, it can always be simplified. My main goal was to reward the player for good play, not punish him unduly for dying.

    Otherwise, the "hardcore mode" approach would keep things even more simple, as causal won't even have to deal with it, but those players who do want a more hardcore experience can choose to partake in it, and reap the rewards of taking higher risk as well.
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