So you prefer to loose something that (Could have) taken people a good chunk of time to attain, as compaired to something that anyone can get fixed in a rather short period of time?So you have a better chance of succeeding?
I agree with the overall sentiment that there needs to be some sort of threat for dying. I just preferred the experience points loss. But then, I honestly don't think that it's so "hard-earned" in this game...certainly not comparable to how obnoxious it was in XI pre-ToAU.
Different strokes I guess.
Depending on what you're doing, there's always the option of just taking everything off if you expect to die.
XI: Zeroblade, Titan Server
To me it's less hassle. Especially since, for example, dungeon mobs yield SP. I play enough with friends that the experience loss wouldn't matter; it'd come back without trying.
I don't have a problem with the penalty from death. The problem here is the insane inconvenience to run back to town, un-equip everything, be able to put only HALF of my items that need repair in my bazaar, and sit around and wait for stuff to get repaired. Sure, I could visit the repair NPC. Cost me 17k to NPC repair my weapon. 10-13k more than normal, for 75% durability.
As a side note, I'm not just being punished for dying, I'm being punished for soloing. You don't get durability loss if you get raised, at least according to the patch notes.
My XIVPad: http://xivpads.com/?Nightpanda-Aan'allein-Hyperion
My Ustream: http://www.ustream.tv/channel/ffxiv-np
yeah, there are tradeoffs in every game. I dunno, it just doesn't seem like a big deal to me. My solution to being annoyed with repairing things was to level a few crafting classes and prioritizing using gear I could repair.
Prepare a sacrificial weapon and strip macro for when you think you're going to do something for kicks and giggles.
Wearing and using equipment at your optimal rank or lower will give you keep your repair costs at both vendors and fellow crafters lower. I.e. don't be a rank 18 lancer using rank 48 armor and weapons.
At worst, you function at Heavy Gear damage.
A step up, you use an NPC repair person to get your vitals repaired, such as your weapon and your best pieces of armor. It's 75% and a gil sink, but at leasr you're not waiting around or beseeching for a repair for hours.
Be like a cultist, don't die alone. Fight together! Survive!
*gets chased away from high rank gathering node, experimentation is dangerous*
I don't mind it. What I do mind is that I can't have stuff equipped if I want it repaired and that it takes up two bazaar spaces for each piece that needs repairing.
Other than that though I think it's fine. Fix those two things and durability loss is fine by me.
Peach Parfait/Khulan Angura on Gilgamesh
take your clothes off...do dangerous stuff naked....it's more fun in real life that way too =PI can no longer try dangerous things just for fun on my own. Not to mention only being able to put FIVE items in bazaar for repair at a time. Very annoying limitation.
http://i4.photobucket.com/albums/y14...0-06-32-57.jpg
The most logical solution is to add some system that allows crafters to repair your gear while your wearing it or at least increase the slots for repairs to at least the gear allotment slots.
It's not the spending gil in dark matter.
It's having to go back to town, put your crap for repairs, wait for repairs, wait, wait, put the next 5 items, wait, wait, and you can go now.
Seriously, just having to teleport back to town is bad enough by itself already. Out of anima? You are screwed.
Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
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