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  1. #11
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    Join Date
    Mar 2011
    Posts
    32
    the death penalty in FFXI was an attempt to mimic dieing in a single player game and losing all your progress.

    it really didn't work and the only thing it actually punished you for was not having a White Mage glued to your side at all times.

    the primary function of a death penalty is to keep people from zombie zerging, you've already lost the transit time of getting back to where you need to go as well as the embarrassment of getting your ass handed to you. 2.5 min of down time, where in you have to stop and re-think what you did, is plenty enough mechanic as it is. more often than not the only times people die is during a a leavequest: please justify potentially losing a level in the middle of a time dependent quest that is already giving you trouble. or even just cranking up the debuff time: how about spending 1/3 of your allotted quest time (thats only 10 min BTW) licking your wounds? that doesn't sound fun, does it?

    sure, you may have liked something in another game, but that is not this game and it's not natively guaranteed that it will work well in THIS environment.

    think about it, where would you even begin to start implementing this? would the XP loss come from Physical level, job level, or both? if Physical level how would you handle the conflict between leveling down and the attribute points that they have already spent?

    are you going to revoke them? but that opens up an exploit that people could intentionally down level as a means to reset their stats, you can't really let them keep them (stat points), other wise people would down level so as to make glinted characters (stats in excess of character level), and be able to kill lowlevel opponents as if they were still a high level, but with the loot rewards of a low level.

    not leveling down characters due to XP loss opens the door for players to zombie zerg: it's not real loss so long as they have just leveled / don't have much XP invested in the current level. if thats the case why even have a death penalty if players can maneuver themselves into a position that nullifies the penalty of it.

    ok, so you set the XP loss to job XP!

    what about non combat jobs? your penalizing failure in combat, but those classes don't accrue XP through combat, you gonna subtract XP from a crafter for failing their synthesis?

    miners/botanists/fishers aren't exactly helpless and it's not like they have to go back to town to switch to a combat class but what if they get blindsided by something they can't handle: your taking away XP that they had to farm up at collection points simply because they failed at something they naturally aren't good at?!?!

    there is more to things than just "hey that was pretty fun in XI, port it on over!" because THIS ISN'T FFXI, things worked in that game because it was that game! even something as simple and benign as mog houses can't be exactly as there were in FFXI because this isn't FFXI: how would you handle furniture crafting ... oops, there's a whole new class right there with a massive number of new items that will need database entries, crafting recipes, in game models, and a massive addition to the UI for players to be able to drop said items where they want them.

    -just so that housing isn't an exercise in sitting inside a big box-

    2.5 min weakness is the next best thing to a 2.5 min re-spawn timer, personally I'm kinda thankful that they didn't make us sit there and watch our characters rot for two and a half minutes.

    so yes, leave FFXI out of this! you want a new feature, think up a new feature. if you liked something from FFXI, think up how to simulate that feature inside THIS NEW GAME! stop screaming about how great "X" was in FFXI, this isn't FFXI and your fundamentally being no different one of those WoW-tards whining about how every game should have blood elves. It doesn't matter if both of these games are from the same company, it doesn't matter if both of these games are from the same IP universe, it doesn't matter if much of the mechanics of FFXIV are poorly implemented (they are, I freely admit it).

    This is not FFXI, so shut up about how it needs "X","Y", and "Z" from FFXI and everything will be all better 'cause nothing is drag and drop between the two. if you really want something from FFXI in FFXIV, go the extra mile and figure out HOW to put it into the game without adversely effecting something else! if you really can't do it without altering something, then go that extra mile, and figure out how to change what would be needed to be changed so that what you want CAN work.
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    Last edited by SogiYa; 04-12-2011 at 11:54 AM.