Page 37 of 62 FirstFirst ... 27 35 36 37 38 39 47 ... LastLast
Results 361 to 370 of 615
  1. #361
    Player
    Lionheart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    98
    Character
    Ariel Logos
    World
    Ragnarok
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Alise View Post

    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!

    or this....
    (0)

  2. #362
    Player
    Nephera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    980
    Character
    Nephera Habasi
    World
    Hyperion
    Main Class
    Lancer Lv 50
    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.
    (0)

  3. #363
    Player
    JayvirDeforte's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    464
    Character
    Jayvir Deforte
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Nephera View Post
    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.
    (0)
    Last edited by JayvirDeforte; 03-29-2011 at 04:08 PM.

  4. #364
    Player

    Join Date
    Mar 2011
    Posts
    1
    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.
    (0)

  5. #365
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    And honestly from reading most of the pages here, no one is ready for any amount of challenge.
    Because only with a DP can the content be challenging.

    Stupidity runs rampart today.
    (0)

  6. #366
    Quote Originally Posted by JayvirDeforte View Post
    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
    ^ 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.
    (0)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  7. #367
    Player
    Luluna's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord
    Posts
    1,023
    Character
    Luluna Eve
    World
    Louisoix
    Main Class
    Thaumaturge Lv 100
    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 >.<
    (0)
    Last edited by Luluna; 03-29-2011 at 04:38 PM.

  8. #368
    Player

    Join Date
    Mar 2011
    Posts
    307
    Yoshi, your idea seems a little weak, we need a harsher death penalty. IMO.
    (0)

  9. #369
    Player

    Join Date
    Mar 2011
    Posts
    17
    Quote Originally Posted by Jibe View Post
    Yoshi, your idea seems a little weak, we need a harsher death penalty. IMO.
    As a mage I've seen a lot of pulls during the buffs. And trust me, a Stoneskin pulls aggro. A lot.
    (0)

  10. #370
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    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.
    (2)

Page 37 of 62 FirstFirst ... 27 35 36 37 38 39 47 ... LastLast

Tags for this Thread