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  1. #111
    Player

    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    150
    I'm against SP/EXP loss.. it's just frustrating to see your hard earned exp turning to smoke.. and really, it's not like if in real life you get kocked out you forget things.. unless you got hit to the head at the point of causing an amnesia lol..

    I don't think gear durability loss is good either.. it'd be like what.. monsters chew on your armor while you're unconscious..? Or rather decaying..? Oh please.. xd

    Weakness is generally a good penalty.. you are indeed feeling dizzy when waking up after being knocked unconscious.. during the time of weakness there could be also penalties on stats like accuracy, attack, defense and magic attack.. and also a gained SP/exp penalty.. in other words, if you manage to win or your party wins while you're weakened you get less experience due to the fact of being unable to concentrate on the battle..

    Just like Hikozaemon suggested.. resurrecting magic could "relieve the stress" shortening the weakness times and reducing temporary penalties..
    (3)
    Last edited by Lenneth_Valkyrie; 04-13-2011 at 02:33 AM.

    Oh and it's "kai-neh", not "kain".. and it is feminine.. u.u

  2. #112
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    I wouldn't mind a durability hit to your gear on death, but definitely not an exp hit.
    (1)

  3. #113
    Player
    Boricua's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    63
    Character
    Bori Dactyl
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by damican View Post
    The current system is fine.
    The current system is a slap on the wrist, akin to a childhood 'timeout' which is grossly disproportionate of a penalty for having died/failed/lost/error/misjudgment/(noob 'lag') in combat.

    Quote Originally Posted by damican View Post
    Why on earth would it make sense to punish players while playing the game?
    That's what surplus is, I don't see too many people getting touchy-feely over defending its current system.
    (1)


    Maat's Cap est. 2009
    RIP: Kenkonken|Amano|Aegis

  4. #114
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    334
    Quote Originally Posted by Boricua View Post
    The current system is a slap on the wrist, akin to a childhood 'timeout' which is grossly disproportionate of a penalty for having died/failed/lost/error/misjudgment/(noob 'lag') in combat.



    That's what surplus is, I don't see too many people getting touchy-feely over defending its current system.
    Actually I'm pretty sure everyone agrees that surplus should probably be taken out. Also with the games lack of required skill and death pretty much being a random occurrence in most of the situations the game puts you in there would be other things that need to be changed/fixed before DP even became viable although still unneeded and superficial.
    (2)

  5. #115
    Player
    Boricua's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    63
    Character
    Bori Dactyl
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Xzen View Post
    Actually I'm pretty sure everyone agrees that surplus should probably be taken out.
    That's exactly what I said...
    (2)


    Maat's Cap est. 2009
    RIP: Kenkonken|Amano|Aegis

  6. #116
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    334
    Quote Originally Posted by Boricua View Post
    That's exactly what I said...
    lol then I'm agreeing with you.
    (0)

  7. #117
    Player
    Boricua's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    63
    Character
    Bori Dactyl
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Alright then, what I'm getting at is why can't a compromise be met in the sense that the surplus system that deters 'success' in grinding a particular job be replaced with a system that deters 'failure' in the event of dying.
    (2)


    Maat's Cap est. 2009
    RIP: Kenkonken|Amano|Aegis

  8. #118
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    334
    Quote Originally Posted by Boricua View Post
    Alright then, what I'm getting at is why can't a compromise be met in the sense that the surplus system that deters 'success' in grinding a particular job be replaced with a system that deters 'failure' in the event of dying.
    I think the problem is that the middle ground has already been achieved (without the surplus system). The problem is with the system that is in place now people already get irritated when they wipe. Every wipe after that adds to their frustration until they call it quits for the day. Even if you have 5 hours and don't mind wiping over and over again your going to get annoyed by the people that do. Failure in the current system is already painful due to this very occurrence and would only be made more painful by increasing it. To me the system is an acceptable middle ground between two extremes.
    (2)

  9. #119
    Player
    Mugiwara's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Caius Illiyunn
    World
    Malboro
    Main Class
    Astrologian Lv 70
    some muthaf!@#$!s always tryin to ice skate up hill...
    (0)

  10. #120
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    334
    Quote Originally Posted by Mugiwara View Post
    some muthaf!@#$!s always tryin to ice skate up hill...
    oh man I loled hard.
    (0)

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