Death penalty? EXP loss?
Stop! You are killing me with that joke. And stop dreaming in the 04's.
It's a new age, therefore a new demand for gaming.
If you want that bad go play FFXI!
Death penalty? EXP loss?
Stop! You are killing me with that joke. And stop dreaming in the 04's.
It's a new age, therefore a new demand for gaming.
If you want that bad go play FFXI!
Conclusion: In RPGs, Save points infront of boss rooms ruin games.
Just the vibe I'm getting from some people~
-Thank You Digirotta
Enough with these arbitrary time constraints.
If you have good reason why it shouldn't be around, say it. "It's old/outdated" doesn't actually mean anything without context. Why is it outated? Why are other systems better?
Let's be clear and reasonable. We can talk about how depressing it is to loose so much experience when something terrible happens. Or how gear repair breaks up the game better than continual battle to get back to where you where before you experienced a totally humiliating defeat spawned by your own ineptitude and terrible choice in battle companions.
All forms of Death Penalty take different amounts of time depending on the player. Some players don't level crafts, so gear damage takes gil to repair, thereby taking longer if you count the time it takes to make the gil. Some players exp slower than others, some players have jobs that take longer to exp than others.I am a little indifferent to the idea. It's something like having to run back as a ghost in WoW. The only thing I don't like about both of them is people don't complete them at the same time. In the case of WoW some people get lost or head the wrong direction on auto run. The raid ends up waiting for stragglers.
At least your idea is different then WoW. If you post as new thread it would get a lot more attention. I doubt anyone wants to continue reading this thread, except those who really want or appall the exp loss/deleveling system.
The reason you notice it here is because there is a direct relationship between death and penalty, rather than being two separate incidences. With WoW's system, and the one I described, the penalty is immediate, and therefore more tangible.
I'd be for it, considering how easy it is to level a class up. Might actually extend that time up. But I'mma die hard EQ fan who used to go dungeon delving just for player corpses, sooo..
I don't see anything wrong with it. It's not outdated, it just means you have to earn your levels. I may not be for corpse hunts and deleveling, but replacing the repair system would be nice, or finding a nice compromise in between wouldn't be bad.
It 's not exactly a skill thing but it does keep you on your toes and does make you think twice before falling half asleep at the wheel. It would reduce the performance issues of certain players, or at least make these troubled players quit faster or actually pay attention in groups.
Any time I hear people say it's outdated, I actually hear "It's too hard or too annoying!" Considering the other things that are already repetitive in an MMO, even with FFXIV, It's not as bad as other mechanics.
They wouldn't have exp loss because SE knows people quit FF11 in the eairly levels because of it. Most people are fine with repairs cause gil isn't that hard to get.
I was being sarcasticEnough with these arbitrary time constraints.
If you have good reason why it shouldn't be around, say it. "It's old/outdated" doesn't actually mean anything without context. Why is it outated? Why are other systems better?
Let's be clear and reasonable. We can talk about how depressing it is to loose so much experience when something terrible happens. Or how gear repair breaks up the game better than continual battle to get back to where you where before you experienced a totally humiliating defeat spawned by your own ineptitude and terrible choice in battle companions.
People try to find a way to identify other previous games they played with FFXIV.
Off course in my reason exp penalty after death, in FFXIV, is like drinking an hot cup full of alchool with broken shaving blades in it. Got the feelling?
People don't understand that there is already a penalty for leveling and dieing, It's the repair system!
Not only takes your gil, it also takes your time to level all the DoH for you to be able to repair not only the "peebles" that we all wear during the path of leveling but also to repair the "shinny" that we have at the end game.
These facts render the death penalty with loss of exp, useless and outdated.
Last edited by DardGhalawad; 01-29-2013 at 07:05 AM. Reason: grammar <.<;
Ok, games have had the exp loss and the repair bill, are there any other forms of death penalties out there? Just looking to get an idea of what else might have been tried.
I think trying something new might be interesting. Like if you die you have the gear damage and are a ghost, like in WoW, except when you get back to your corpse you have to defeat a reaper that is coming to claim your soul from your corpse. If you lose to him, you suffer an exp loss and resurrect at the nearest atherite, if you defeat him, you come back with only the gear damage. If someone casts raise on you, it defeats the reaper and you suffer no exp loss, only gear damage. Just no de-levelling, being stuck at the beginning of the level is bad enough.
Yea im pretty sure ffxiv is going to be filled with a bunch of crybaby brats that dont like a challenge. Bring the Exp penalty back. Repair bill no thanks.
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