How about you play this game called real life, where's your death is permanent. It's awesome, it's very realistic and hardcore.
I wonder... If there was a toggle option where you could select xp loss after death how many would pick it? Also, how long before they toggle it off?
Im a vet from Xi and died plenty of times from saving people, idiots, or bloddwarping. I am and never will be afraid of it. Its just an ancient idea that affects the game on a larger scale than people think. The end Result is a lot more severe compared to some stupid thrill of xp loss.
Last edited by Akumu; 03-12-2011 at 09:45 AM.
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Give them a reward to balance the risk. In my "hardcore mode" outline, I used the example of +5% attack or +5% SP gain while "XP Loss on Death" mode is toggled on.
I didn't add your idea because as of now people are just looking for a higher "Difficulty" or whatever. So I was just wondering If only these "Grown ups" would still enjoy themselves if we weren't involved in this idiotic game. This would also be win/win right? some get their adrenaline filled kick in the nuts while the rest wear a "cup" so to speak.
They feel the painful stomach boiling pressure while others still get the feeling of it but not enough to have us clutched on the ground with veins popping out our foreheads.
Last edited by Akumu; 03-12-2011 at 09:54 AM.
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Introduce bonus effects for not dieing, so when you die, you loose the effect of the bonus.
For example:
Slaying and defeating adversaries currently gives players experience points. If in addition to the level progression experience points they give you for killing beasts, you also received points for staying alive. The points gained are used to reach milestones which result in attribute bonuses.
With each milestone you receive, you will enhance certain aspects of your Player Character.
Lets just say there are 5 tiers.
* Rank 0 – No effects.
* Rank 1 (5,000 points) – Raise all Attributes by 1
* Rank 2 (10,000 points)– Raise all Attributes by an additional 1
* Rank 3 (20,000 points)– Raise all Attributes by an additional 1 and gain an additional effect to increase running speed.
* Rank 4 (30,000 points) – Raise all Attributes by an additional 3
* Rank 5 (50,000 points) - Raise all Attributes by an additional 5 and gain an additional effect to increase running speed.
If you obtained rank 5 and you died, you would fall to rank 4. If you were rank 1 and died you would fall to rank 0. If you are rank 0 and die there is no loss as you are have no bonus effect.
Yeah I like the idea.
But instead of time, it could be an amount of exp gained before dying, so it forces you to actually fight (especially some strong mobs) instead of just standing there logged in but AFK just to cumulate the bonuses
This, with exp chains, would incite people to play well and efficiently because efficiency would actually be rewarded. The fastest you kill the stronger mobs, the fastest you reach your bonuses, which favor faster kills and better chains etc.
Dying in such a system would severely alter exp/hour but would not represent an additional time sink for casual players who were just feeling like exploring
Well Yoshi said in one of his post that they would be adding an penalty cause people all over the game are just killing them selves and that's not good. I forgot which letter that was from tho
Are you sure? I think he was just talking about the problem of "death porting", since everyone purposefully suiciding themselves to save anima is just plain dumb.
There's an easy solution to that: Make "return" cost 0 anima, and make the player lose 1 anima on death.
He was likely referring to blood warping, and there was no mention of making any radical changes to the death system.
I don't think the solution to the problem is to make a stricter death penalty.. the solution is to create content that gives you a reason not to die. A timed dungeon raid with monsters that respawn or something.
Last edited by Grit; 03-12-2011 at 10:34 AM.
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