or this....
Normal return = cost 1[/COLOR]
Death return = cost 2 (so people will scare when they die. If he always stays at 0 anima, then he will never be able to teleport anywhere)
Teleport cost 3-6.
this will also fix the problem of trying to die to warp, because die cost more anima!
Gear being destroyed at 0% probably wouldnt take many items out of the economy because people rarely ever let their gear hit 0% in a system like that.
it does provide a looming threat and want to survive though.
But SOME will come out. Like people said with the gil sink, every little bit helps.
The whole point of this isn't what is convenient or what is liked, it's about what is necessary. And honestly from reading most of the pages here, no one is ready for any of that, let alone a challenge. You should be really afraid of dying, not inconvenienced by it. No one should feel invincible in an MMO. That's where we are now. We are all nearly immortal killing machines. It's just a slight inconvenience. No one will stop running to their deaths unless some radical changes are done.
Do I want to have destroyed gear, lost sp, no anima, longer penalties or anything else mentioned here? Hell no! But it's like Choc pointed out "Honestly I dont see any risk in dying currently without losing something valuable". It's all about a risk/gain system. Of course we won't pick something that's beneficial for us in the long run, that's why no one wants a steep penalty. Unjust or unfair or cheap, something needs to be put in place. I hate seeing people run into NMs double weakened and seeing dead bodies litter the ground. Like Yoshi-P said, that's not very heroic.
Last edited by JayvirDeforte; 03-29-2011 at 04:08 PM.
I generally agree with everyone that it doesn't feel like there's any reason not to die, however if the penalty became too harsh, wouldn't that discourage people from trying more stars on their levequests? (Not that there seems to be a huge reason to do that as it stands anyhow.....)
With regards to return becoming free is that really needed? Travel is already pretty easy in the game, feels less epic(and/or difficult) than in XI.
Because only with a DP can the content be challenging.And honestly from reading most of the pages here, no one is ready for any amount of challenge.
Stupidity runs rampart today.
^ This, and suddenly Crafters have a place in end-game content. Party wiping to much? About to loose your gear? Np... We have an ARM standing by.I still think that just adding in destroyed gear at 0% and boosting gear damage on death would be good in a way. If every death equaled a 10-20% durability loss on gear, and said gear could be destroyed if reaching 0, that's deterrant in itself to make sure you don't die. Could you imagine losing a Mosshorn Scalemail +3 because you decided to die too many times? I would think twice. Not to mention that could get rid of a lot of surplus items in the economy if they were all breaking
Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/
Anyone who wants the death exp loss a mage? I am not one but i know a few who would be level 10 again real quick because of the hate they pull when curing, enfeebling, buffs etc >.<
Last edited by Luluna; 03-29-2011 at 04:38 PM.
Yoshi, your idea seems a little weak, we need a harsher death penalty. IMO.
If you really feel like a harsher penalty is needed, take it upon yourself to punch yourself in the crotch. If you die multiple times punch your an additional time until you are finally out of a weakened state...
SP/XP loss is not the way to go. There are to many variables beyond a players control. I don't feel like losing sp/xp/having gear destroyed because moron tank is not doing his job, or the healer was picking his nose, or the server gets a lag spike, or my isp has a connection issue, or some scumbag thinks its great to pull extra mobs and take off, or being trained which I have been seeing more often recently as well as the fact that there are R60+ mobs in STARTER FRIGGIN AREAS that one shot ANYONE on game.
Simply make it so that when you die you cannot attack, period... until a 5 minute rez timer goes down. Make it so that Raise I cuts it down by a minute, raise II in half and raise III cuts it out completely. Dying multiple times while in weakened state increases the no attack timer by 1 min each time you die.
Make it so that if you die and need to return it is still 0 anima, but instead of returning to your home point it returns you to the CLOSEST crystal. Most people who blood port plan that head of time, they do it to traverse great distances fast, not to be sent back to the nearest camp.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.