No YOU did! BOLD ITALICS UNDERLINE [FLAME]SOOURYUKEN[/FLAME]
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No YOU did! BOLD ITALICS UNDERLINE [FLAME]SOOURYUKEN[/FLAME]
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Last edited by HiirNoivl; 01-28-2013 at 07:04 AM.

Hey kids get along alright?
Hiir don't make me put you in time out. >:| :P
u.u... I'm always in trouble...

Honestly, a death penalty of a some minor magnitude would be exceptable for ARR BECAUSE it is NOT FFXI. XP loss from death in FFXI would destroy HOURS of work trying to get that xp (this includes travel time and getting a party together). Since ARR will not suffer from the same (hopefully) lengthy buildup just trying to get to the XP, a loss , while annoying, would not be nearly as devestating as it was in FFXI in the past. Personally, I think a death penatly of weakness that improves over time would be nice. I know that there is a few minutes of weakness now, but i think 5-10 mins of weakness is acceptable if the magnitude decreases over time. Say for the first 30 secs after you are raised you have a 50-75% decrease in attributes after that you gain back 10% every 30-60 secs until no longer weakened. I like this approach better than going from weakened to instantly perfect again.
Less Reality makes for better Fantasy!
Support adding "6 Fulms Under" to gpose!
http://forum.square-enix.com/ffxiv/threads/376127-Request-for-gpose%21-Sinking%21
I feel that exp loss and death sickness are two different issues to address. I just wanted to revisit the ideas of the past that impacted the overall game. I feel that the exp loss had positive effects on the overall game play in a positive manner. Yes when you were KO it sucked, look past the now into the overall effect. Just like the Dunes and parties earlier to exp. Yes at the time it sucked, down the road when you really needed to party it was not just throwing it against the wall to see what would stick.
Like I said give us a choice exp or gear damage.
GB2FFXI8910
We'll take it into consideration.™





Can you imagine this game like Demon/Dark Souls.. running around you die - all of your EXP for that level drops to the ground... lololol
Level 49 99% to 50... bai bai
But as others have pointed out you have to carefully balance death punishment as if you go too far one way you limit strategy and creativity and the other way you destroy consequence and also strategy (if its too easy winning by attrition will be the least strategic common choice).
Last edited by Shougun; 01-28-2013 at 07:56 AM.

Assuming that regrinding EXP and regrinding Gil are approximately equal (as far as time sinks go) and after browsing several threads about this dead topic, it sounds like the only real difference between EXP loss (with deleveling) and Gear Damage is that someone deleveling automatically ends the endgame activity (assuming you don't have replacements on hand!).
-Thank You Digirotta
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