give me one then and show me how mature you are? you're pretty much as immature as you say I am by not giving any argument or anything solid to prove.. what already? the fact that I hit a spot when I said to get a real life.
Stay in topic and next time please and post a valid argument instead of replying to a post that, somehow, touched your ego with nothing but a blank argument.
So far there is a pretty big death penalty, first time you die you get weakness which cuts your health in half and increases stamina regen time. If you die again while weakened it stacks, so your health is decreased twice as much and stamina regen takes twice as long. Die a third time and you're unable to go into active mode until the weakness wears off. This current system means that when you die it renders you less combat effective at an increasing rate depending on how many times in a row you die. In my opinion I find this system perfectly fine and less aggravating than XI's exp loss system.
EXP/SP loss wouldn't bother me cause i always thought of it like this you kill mob you get exp mob kills you it gets exp >.>.
this is actually more harsh because it virtually prohibits you from playing. xp loss is better because you can mount enough xp to lose multiple times without de-leveing, thus allowing you to continue with battle and progression.So far there is a pretty big death penalty, first time you die you get weakness which cuts your health in half and increases stamina regen time. If you die again while weakened it stacks, so your health is decreased twice as much and stamina regen takes twice as long. Die a third time and you're unable to go into active mode until the weakness wears off. This current system means that when you die it renders you less combat effective at an increasing rate depending on how many times in a row you die. In my opinion I find this system perfectly fine and less aggravating than XI's exp loss system.
but of course the game in it's current state cannot work with a death penalty, as i explained eariler.
You guys are cute. I posted two good ideas and you all still argue over XP/SP loss. Let me say this again, we don't have to have SP/XP loss but there needs to be a penalty greater than sit down for 3 minutes.
* All gear should break at 0%. Makes for smarter play and a better economy for repairs and crafters.
* Some gear should be Break On Death. Make this gear have special stats. Players will try hard to keep it.
* No instance should have an aetheryte, and if it does then put it at the start of the instance. This will make failure assured if a party wipes too far in.
There you go. No SP/XP loss at all.![]()
alright, I see what you're saying rubicon, but at the same time, gear breaking isn't necessarily the answer. well...after another sip from the glass, it might be. it's a gil sink, when gil is so so rare at the beginning of playing it's the reason why you shouldn't run from one area to the other nilly nally about what mob aggro's you, but at the end of the game it's nothing, a 50k gil repair when I'm making 200k gil from a instanced dungeon run is nothing, just something to be expected.
I agree with the aethyrite option, putting it in the beginning of a dungeon or not at all, (outside the dungeon if anything). Running back in a weakened state would really put the screws to a party that's not working well together.
This is actually a pretty cool idea. Though it's as worse or more worse than SP/EXP loss xD But great idea indeed lol Forces players to take fights more seriously rather than just go in and wing them lolYou guys are cute. I posted two good ideas and you all still argue over XP/SP loss. Let me say this again, we don't have to have SP/XP loss but there needs to be a penalty greater than sit down for 3 minutes.
* All gear should break at 0%. Makes for smarter play and a better economy for repairs and crafters.
* Some gear should be Break On Death. Make this gear have special stats. Players will try hard to keep it.
* No instance should have an aetheryte, and if it does then put it at the start of the instance. This will make failure assured if a party wipes too far in.
There you go. No SP/XP loss at all.
I think this could be achieved with locking certain doors behind you when encounters start but otherwise good ideas.
which is exactly why I've been active in the 'jump' debate. The modern concepts you mentioned, combined with classic FF concepts (dungeons are a FF concept, making them instanced and moving through them as opposed to camp/pulling is a modern concept), that will only serve to improve this game.
you want it all, don't you? i mean, it's easy to say "yeah just give it the freedom of WoW and stuff and stuff.". but you don't realize that the game must be completely re-done to implement jump and swim and all the other freedom of movements because this game was not designed like that from it's inception. all the animations and graphics must be redone. the world must be redone to accomidate the freedom and give it a meaning. you are asking for a completely new game.
implementing a meaningless jump ability just for it's visual appeal does nothing to gameplay and won't save the game. if they allow a jump but at the same do not allow falling off a cliff to your death the jump becomes pointless as it is a false sense of freedom. ffxiv is a bastard child of ffxi. they stripped all the gameplay mechanics that made the FF mmo great and replaced them with trash. they don't need jumping and cartwheeling. they just need to implement the abandoned FF mmo gameplay mechanics to get back on track.
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