You know what's really fun about this game?
Crashing during a fight and coming back dead, then having to pay gil because of the crash!
Realllll fun man, real fun....


			
			
				You know what's really fun about this game?
Crashing during a fight and coming back dead, then having to pay gil because of the crash!
Realllll fun man, real fun....

			
			
				Its either gil or XP. a game with free deaths.. whats the point
( ' ')/\(' ' )

			
			
				The problem is it's a punishment to everyone not just the person who died. Your ls mates have to repair your shit all the time. I'm sure that's what they looked forward to when they leveled that craft. That or people in the streets run by and see someone naked and feel the need to stop and help.
SP loss would be a shit ton better than this to use a crude term.



			
			
				Don't you guys have a repair corner on your servers? In lindblum it's the repair NPC in Ul'dah. Put your damaged gear in your Bazaar with the right price (same price or higher as the dark matter, not lower. People don't repair Dark Matter 5 stuff for 3k gils), sit down in front of the repair NPC and wait max. 5 minutes.
Or put at the end of the day the damaged gear in the bazaar of your retainer and put him in the repair room.
You don't need to repair your gears after every death. I'm waiting until I'm finished with leveling or I'm in the near of a city or populated camp.

			
			
				What if they made it that when you died a window popped up and you had several options (id still keep the weakness effect in place):
1. Return to your Home Point (or whatever they want to call it) with minimal/no gear damage + Weakness
(following two options would be initially grayed out with :60 second timers next to them)
3. Pay X% of your rank and revive right here (where you died) with no gear damage + Brink of Death (or stronger?)
4. Revive right here (where you died) with heavy gear damage + Brink of Death (or stronger?)
Or obviously get a raise from someone.
It isn't uncommon to have multiple options for revival, some with stiffer consequences for the more dire situations. Just a thought I had. Anyone have any thoughts to add to it?


			
			
				Lower the damage on repairing please... its annoying as hell. I have to repair all my gear twice a day.
Lower the Death Repair Decreass Penality. -2~4%
Add some SP loss... something small like 500SP.
SP/XP decreassed and regans up every min by 10% ((Under the effect of KO/Weakness/Blink of Death))
Weakness sp/exp 50% regans and up to 100% sp/exp gain
Blink of Death sp/exp 0% regans up to 50% sp/exp gain
Blink of Death 5mins
Last edited by Venat; 08-02-2011 at 04:51 PM.


			
			
				EDITED my Forum.. think this a bit better ideaLower the damage on repairing please... its annoying as hell. I have to repair all my gear twice a day.
Lower the Death Repair Decreass Penality. -2~4%
Add some SP loss... something small like 500SP.
SP/XP decreassed and regans up every min by 10% ((Under the effect of KO/Weakness/Blink of Death))
Weakness sp/exp 50% regans and up to 100% sp/exp gain
Blink of Death sp/exp 0% regans up to 50% sp/exp gain
KO 100% and slowly goes down till it reaches 0% sp/exp gain every min by 10%
Once illness wears its back to 100%
Blink of Death 5mins

			
			
				More of a theoretical question: why is it that certain people viciously loathe the idea of losing gear durability when you die? And instead would favor for the loss of experiences point in its stead? Coming from a background of MMOs (aside from XI 5+ years) that have gear that needs maintained (repaired) the prospect of having to regularly upkeep my gear is commonplace to me, I do it without thinking almost lol. And I for one was very thrilled when I saw XIV was taking the route of gear damage penalty over EXP loss.
So I ask you: why the acute hatred for gear damage? Is it the opposite of my case (a history of MMOs without gear damage)?
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