"We all enjoy a delicious slice of yummy cake every now and again."
~ Moderator Jhanaka
No need for name calling, keep the discussion civil please.
At first I was on the fence about this issue, but you examples made me remember why I liked the penalty. I remember doing just this in FFXI, then it was all but forgotten in WoW. I suppose Im for this, but not to big a penalty. I hated delevelling, finding out I can't wear my newly bought armor anymore, and having made the mistake of selling my old armor. Come to think of it, this wouldn't be an issue for this game in its current state.Better then people death warping left and right.
There's a difference when people try as hard as possible not to die, and those that get inconvenienced when they die.
A tank dying so the party can escape, or a sacrificial pull for the greater good of the alliance gets a salute.
The same thing in FF14 would be a coffee break. Might not even bother to care, and let everyone die to start over anyway.
From the Producer's letter: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.
"We are also looking into players using death warps (or blood warps, or whatever other name you wish to give them). We will be making a decision on how to address this following the release of quests. After all, having a bunch of adventurers committing suicide isn't very FINAL FANTASY-esque, now, is it?"
The only way to fix all applications of the blood warp would be a change to the death/return system. What good is content going to do when you're on the floor?
Make the debuff on death longer, decrease the reward of the leve/dungeon/etc if you must. Anything more is a pointless argument because if you implement experience loss on death, SE will be losing a huge amount of potential customers. Something they especially can't afford to do right now.
Fixing the system so that you can't efficiently blood-warp isn't a major change. All they need to do is make it cost anima to return after a death.
And the content I was talking about was aimed at the original topic of this discussion, which is giving players more incentive not to die.
"We all enjoy a delicious slice of yummy cake every now and again."
~ Moderator Jhanaka
How about this for an idea:
Remove the way you currently earn surplus and instead use the surplus system for being KOed.
I kind of like where you're going with that.
Earn surplus XP over time (all of the time) that is automatically put towards your death penalties. Die too often and it will start eating into your actual XP..
Thusly, people who play skillfully and without getting KO'd very often will never suffer an actual death penalty.
"We all enjoy a delicious slice of yummy cake every now and again."
~ Moderator Jhanaka
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