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  1. #71
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    Mar 2011
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    837
    Lol.... preferring XP loss to durability loss? /le sigh
    (1)

  2. 07-25-2011 01:15 AM

  3. #72
    Player

    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    246
    Quote Originally Posted by AarosLunos View Post
    Personally I'd rather take a durability hit than losing SP. There needed to be some form of penalty for death asides from wasted time. At least its relatively easy to get gear repaired and it is less time consuming than having to regain SP.
    Personally, I think wasting my free time is the biggest penalty. Adding something on top of that like exp loss or durability loss, makes it even worse IMO.
    (2)
    Last edited by Scape; 07-25-2011 at 01:20 AM.

  4. #73
    Player

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    Mar 2011
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    Besaid
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    5,019
    people demanded a death penalty

    they got one

    now they complain more

  5. #74
    Player

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    Jun 2011
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    Gridania
    Posts
    246
    Lets also not forget that not everyone wanted a death penalty. I am one of the few who didn't. This is just a game and some of us don't have a lot of time to play. Everything is a time sink already as it is, I don't see why dieing should be as well. But whatever, some people find that fun I guess.

    I thought weakness was annoying enough of a penalty for those of us who have a family or a wife nagging us to get off the computer.
    (0)

  6. #75
    Player
    Anty's Avatar
    Join Date
    Mar 2011
    Posts
    625
    Character
    Anty Lion
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Jynx View Post
    I can still do dangerously fun things, I just have to be prepared to loose some durabillity on my items. It's a crying shame that I have to expect some consequences for my foolhardy actions!
    i also prefer this over xp loss, not a bad thing and its also a gil drain, which was needed.
    (4)

  7. #76
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    Mar 2011
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    Quote Originally Posted by Scape View Post
    Lets also not forget that not everyone wanted a death penalty. I am one of the few who didn't. This is just a game and some of us don't have a lot of time to play. Everything is a time sink already as it is, I don't see why dieing should be as well. But whatever, some people find that fun I guess.

    I thought weakness was annoying enough of a penalty for those of us who have a family or a wife nagging us to get off the computer.
    someone will ALWAYS be against some change
    that doesnt mean it wasnt needed, and a good idea

  8. #77
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70
    durability loss ftw!
    (2)

  9. #78
    Player
    Zane's Avatar
    Join Date
    Mar 2011
    Location
    Limsa-Lominsa
    Posts
    55
    Character
    Zane Gall
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Everything that I've been hearing about durability loss is the main reason I haven't logged on since 1.18, and why I might not log on to do anything other than craft until they fix this (If they ever fix this.)

    Let me start by saying that I am not against durability loss, but rather, that they have grossly overshot the rate at which one accrues gear damage without enough means to fix said gear. The demographic of the player base that this affects the most are the pick up and play players such as myself which only have a short period of time to play the game, which the FF XIV development team are trying to win over. Allow me to illustrate my point and I will offer up a few suggestions at the end.

    What I'm hearing from my girlfriend and many of my friends is that 3 - 4 deaths will take your gear from max (75%) to damaged. That's about a 20% loss in durability per death. Now, for any one that has solo'd leves from rank 1 up and hasn't so much as blinked at party play, I think you can immediately see why this is a bad idea. For those of you who are lucky enough to have a dedicated group to do things with regularly and have not been forced to solo grind leves from rank 1 up, let me tell you that sometimes, there are certain leves where death, and many deaths at that are inevitable simply because of something out of your control such as being the wrong class, being unlucky with enemy weapon skills, fighting Cactaurs, etc.

    No, reducing leve difficulty doesn't always help either, not to mention leves such as "The Beating Path" which takes you straight into the pit of hell chock full of tons of aggroing mobs you have to fight off while fighting off the leve objective mobs. I know one reply to this is "Well, don't do those leves." Unfortunately, sometimes we are left with little choice. Would I rather spend half an hour running to another camp, or half an hour cursing my existence as I futily grind out 500 sp on a crappy leve that is at my current camp? Well, when time is a premium 500 sp > 0 sp. And no, I can't just teleport all over the place. Anima is not an infinite resource that one can use blindly to traverse the world, especially when you consider how many times I might need to teleport back to town because...

    3 deaths on a leve solo, and you're flagged from all further leves until you return to town. That's right, I will now need to abandon my current leve, walk or teleport back to town to get my gear fixed (most likely to only 75% on non-accessories and pay a fortune.) then walk or teleport all the way BACK to the camp I was just at, only to pray I don't get unlucky again. So, you doing the trio of cactaur's leve in Horizon? Don't get 1000 Needle'd three times or apparently you're a bad player. The bandits or wights in Horizon? Better do it on 1 star difficulty and run as soon as you kill one. Oh, and don't get killed while you're running or apparently you're a bad player. Beating Path? Skip it or you're a bad player. There are countless leves out there with mobs that pop in very bad locations, or are extremely difficult for their level. Also, am I correct in hearing that they raised the difficulty on leves?

    This means that soloing is just about dead. What motivation do I have to log onto this game if I know I'm going to spend every moment in frustration out of poor design choices. I mean, the team just lowered Durability damage for weapons a few patches ago, why would they go back and raise it!? With Behest's timer extended far beyond what we had even at launch, and quests being finite and unable to give shield skill, it would seem if I want to focus on leveling I will have to abandon all of the features this game has to offer that make it different from it's competitors and grind off of free roaming mobs.

    Now, for all that, I do have a few suggestions on how this can be fixed. If even a few of these can be met, I think that many of the complaints regarding gear damage will have been satisfied. They are as follows:

    - Reduce gear damage to 5% on death. This will still impose a penalty that will discourage reckless behavior while not forcing people to either level every single crafting job in order to repair their items in the field or avoiding anything that might pose even the slightest bit of danger. (Where is the adventure without danger?)

    - Allow the repair NPC to repair accessories. While accessory damage really does not matter, I often feel embarrassed joining behests with the red repair icon next to my name. It makes me feel like I'm showing the other players that I don't care about my gear.

    - Allow the repair NPC to repair items to 100%. With gear at 75%, just 3 or 4 deaths sends us into red. Repairing to 100% would help give us a little wiggle room in allowing 4 or 5 deaths before we have to run back to town.

    - Place repair NPCs at each of the camps. There is already an NPC at each camp that offers support imagery for crafting, why not allow an NPC for repairs? Perhaps the NPCs in town will repair to 100%, while the NPCs at camp will repair to 75%? This would allow soloers to still have a shot at completing a leve if they get unlucky with a few deaths, while also saving us a trip to town just to repair after any bad leve.

    All in all, I think they swung the pendulum a little too far with their death penalty in this patch. I could live with every single other nerf or change, and in fact love many of them. By adjusting the effects of the death penalty just slightly, I think they can bring this from debilitating to understandable.
    (2)

  10. #79
    Player
    AarosLunos's Avatar
    Join Date
    Mar 2011
    Posts
    197
    Character
    Aaros Lunos
    World
    Hyperion
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Zane View Post
    All in all, I think they swung the pendulum a little too far with their death penalty in this patch. I could live with every single other nerf or change, and in fact love many of them. By adjusting the effects of the death penalty just slightly, I think they can bring this from debilitating to understandable.
    Nobody is saying the way it is, is absolutely perfect. I'm sure that it will be adjusted, just like other aspects of the durability system have been majorly adjusted.
    (0)

  11. #80
    Player
    Onidemon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,414
    Character
    Aaran Oni
    World
    Faerie
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Nightpanda2810 View Post
    I 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

    people were complaining about the fact that there was no death penality and now you still complain? WOW had durability loss of 10% when you die and it works well.
    (0)

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