It's one of the few risk vs. reward aspects of the game (outside of crafting). Leave it be, is my opinion. Gray matter is better spent figuring out how Not to die.
It's one of the few risk vs. reward aspects of the game (outside of crafting). Leave it be, is my opinion. Gray matter is better spent figuring out how Not to die.
With taxes and the little ways to make money in the game, the cost of food is too high for it to be rid of on death. Just an opinion :P
I'd say if it stayed at the cost and persisted through death, make it last only 15 minutes.
Yea which is basically destroying the market for culinarian, which can only sell crafting foods.
Having a fisherman too, which doesn't have market because only 2 fishes are used for useful crafts (mahi mahi and silver shark), I feel like square enix is trolling me.
Don't die if you want it to last and want to save money. Food going away on death gives people an extra incentive for trying to live and play smarter. Stop trying to dumb down the game please, it's easy enough as it is. Make death actually mean something substantial instead of just a 5 second respawn break and a quick teleport to your last location.
Ok die in game and you character have to stay in the inn for 30 ingame days to recover from his injuries.Don't die if you want it to last and want to save money. Food going away on death gives people an extra incentive for trying to live and play smarter. Stop trying to dumb down the game please, it's easy enough as it is. Make death actually mean something substantial instead of just a 5 second respawn break and a quick teleport to your last location.
^^^
Substantial doesn't mean outrageous, dumb and ridiculous as what you are suggesting. FF11 had xp loss to the point you can de-level. Weakness had a much bigger timer and much more detrimental effect that would stack every death. Dying was horrible and made every tough fight something to sweat over. It made people into better players.
What everyone here is asking for is making the game stupidly and boringly simple, this food persistence request is another layer of a pointless game mechanic to cater to those who want the reward without the risk or work.
You seem to miss the point. The risk versus reward of food isn't there. It gives you a nearly negligible amount of stats, and it costs a ridiculous amount of gil. even without relying on even 1 star foods they cost 3-5k gil. It basically adds a 5k gil death penalty to every time you die. That isn't even remotely close to the value they give, which is the biggest problem.
If the game was supposed to have a more substantial death penalty, it should be everpresent, not as something that basically makes culinarian useless job.
Risk of work eh?^^^
Substantial doesn't mean outrageous, dumb and ridiculous as what you are suggesting. FF11 had xp loss to the point you can de-level. Weakness had a much bigger timer and much more detrimental effect that would stack every death. Dying was horrible and made every tough fight something to sweat over. It made people into better players.
What everyone here is asking for is making the game stupidly and boringly simple, this food persistence request is another layer of a pointless game mechanic to cater to those who want the reward without the risk or work.
While I understand your point I do not agree on foods, it's only a small little stats increase.
Whereas the price for them is quite high.
I don't care if we lose the food buff on death/D'C if you know you're going to die don't use food or use les expensive food.
Now asking for food buff to stay after death is in my opinion not needed.
Not missing the point at all. Keep the risk there. Don't want to lose on 5k? Then prepare yourself before battle and try to survive to the best you can. Don't eat it if you feel you'll die. That's what I'm saying. This suggestion is taking out another consequence of dying, in which death already is more of an annoyance than a consequence in this game.You seem to miss the point. The risk versus reward of food isn't there. It gives you a nearly negligible amount of stats, and it costs a ridiculous amount of gil. even without relying on even 1 star foods they cost 3-5k gil. It basically adds a 5k gil death penalty to every time you die. That isn't even remotely close to the value they give, which is the biggest problem.
If the game was supposed to have a more substantial death penalty, it should be everpresent, not as something that basically makes culinarian useless job.
It's not taking out a consequence for dying. It's taking out any incentive to use food. It makes absolutely no sense. For crafting / gathering food it's fine because you aren't expected to die due to the cost. For combat food it isn't fine. The only time it's of any use in combat is progression content, and then you'll be dying too often for it to be economical. It's flat out stupid that it doesn't persist on death, particularly given what it does.Not missing the point at all. Keep the risk there. Don't want to lose on 5k? Then prepare yourself before battle and try to survive to the best you can. Don't eat it if you feel you'll die. That's what I'm saying. This suggestion is taking out another consequence of dying, in which death already is more of an annoyance than a consequence in this game.
Ultimately you aren't giving the game a meaningful death penalty, you're just making sure there won't be a market for combat culinarian crafts.
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