Quote Originally Posted by Physic View Post
Death penalties just make people a bunch of pansies. The op admited to hiding in the basement of the ferry. I had that same story, except we fought the damn skeletons. and we won! (of course when sea horror popped and one shotted me i didnt end up making it to bubumiru...) What made that exciting for me was not the fear of losing exp, it was the new exciting thing that happened unexpectedly and facing that threat, wondering what rewards i might get for doing these difficult tasks. People in FFXI by an large played like a bunch of punks, people were afraid to try difficult things *by and large until someone else came along and figured out how to do it. People kissed peoples butts and tried to just get in on something once some linkshell figured out how to do it with minimal death, most people ran from challenges, or begged for help for 10 hours.

So you state that "we fought the damn skeletons. and we won!" yet contradict yourself by saying "Death penalties just make people a bunch of pansies. The op admited to hiding in the basement of the ferry." Clearly it does not as YOU stated YOU fought them, and won! Good job! You got a group together and faced a challenge.

Did you feel accomplished, was it exciting because IF YOU DIED there was a risk and penalty (you can say no, but there is no argument it clearly adds to the game, making you angry doesn't mean it had a negative affect), and IF YOU WON there was a reward? You wanted to see what drops they had? You felt like trying something new?

Great Job, I am two sentences in and am not going to waste my time going any further with your post...

This game needs to stop catering to children and people who want a mindless zergfest and everything handed to them on a silver platter. Prime example: Little red sunshine's. When I logged in after the update and saw this I couldn't help but think to myself 'you have got to be kidding, did everyone wake up and get on the short bus this morning?'

Walking up to a mob the first time and having it aggro you should do two things:
1) Put you at risk (when you die, it shouldn't just HP you and set you on a 2 min timer, that's pathetic)
2) Teach you a lesson so you can LEARN and CORRECT yourself in the future, its called progression its what these games are about.

The death penalty is only one minor aspect, the game needs a thrill even the minor events like running from a mob and escaping (not the run 10 ft and it returns kind). This is one minor detail for a very broad subject.