Page 27 of 62 FirstFirst ... 17 25 26 27 28 29 37 ... LastLast
Results 261 to 270 of 615
  1. #261
    Player
    Nephera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    980
    Character
    Nephera Habasi
    World
    Hyperion
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Argh View Post
    lol

    you immature EMOtional children are so easy to spot. you just can't handle a factually correct argument. go on now, race to end game, little one.

    there'd be less inclination to race to the end of there was more to do on the journey.
    (0)

  2. #262
    Player
    PandaTaru's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    274
    Character
    Panda Taru
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Argh View Post
    lol

    you immature EMOtional children are so easy to spot. you just can't handle a factually correct argument. go on now, race to end game, little one.
    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.
    (0)

  3. #263
    Player
    Nahaara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    786
    Character
    R'nangho Thorne
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    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.

  4. #264
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    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 >.>.
    (0)

  5. #265
    Player

    Join Date
    Mar 2011
    Posts
    114
    Quote Originally Posted by Nahaara View Post
    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.
    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.

    but of course the game in it's current state cannot work with a death penalty, as i explained eariler.
    (0)

  6. #266
    Player
    Rubicon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    439
    Character
    Rubicon Vale
    World
    Excalibur
    Main Class
    Summoner Lv 90
    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.
    (0)

  7. #267
    Player
    Anathiel's Avatar
    Join Date
    Mar 2011
    Posts
    378
    Character
    Anathiel Nocere
    World
    Leviathan
    Main Class
    Marauder Lv 50
    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.
    (0)

  8. #268
    Player

    Join Date
    Mar 2011
    Posts
    88
    Quote Originally Posted by Rubicon View Post
    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.
    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 lol
    (0)

  9. #269
    Player
    Nephera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    980
    Character
    Nephera Habasi
    World
    Hyperion
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Rubicon View Post
    * 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.
    (0)

  10. #270
    Player

    Join Date
    Mar 2011
    Posts
    114
    Quote Originally Posted by Rowyne View Post

    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.
    (0)

Page 27 of 62 FirstFirst ... 17 25 26 27 28 29 37 ... LastLast

Tags for this Thread