zerging doesnt help much with SP, if you die, and it has half hp it will give you half sp.wow I hope you're trolling, what death penalty? waiting 3 whole minutes? give me a break. as people have stated there are a lot of mmos that had REAL death penalties such as losing xp. These games arent archaic, don't be stupid. FFXIV's death penalty is one of the easiest on the market, you dont even have to run to your corpse to pick up your stuff like every other modern WoW clone out there. there's always gonna be some noob crying about something I suppose. Even if the vast majority agrees that it's a non-issue. You should be penalized for dying, MAYBE YOU'LL PLAY SMARTER THEN AND NOT FIGHT SOMETHING A LOT HIGHER LVL THAN YOU DERP. This is to prevent you zerging your way through a leve/quest, in which you would be able to kill something you normally wouldnt be able to by getting it to half health, dying, then immediately running back to the mob to finish it off. Find something RELEVANT to cry about.
like i said the penalty is fine, but im not for the run to corpse exp loss etc other penalties that many games used to have
Yoshi said they are going to award Bonus SP at the successful completion of a Leve/Behest/Raid.
So..just award Less SP if you die during the event and none obviously if you fail....Simple.
Papa was a rolling stone...wherever he laid his barbut was home.
That's already going to happen.
If you die, you take longer to complete. If you take longer to complete, you get less points.To accommodate this change, factors such as recommended/actual rank disparity, completion time, and partial participation will be made to influence the amount of points yielded.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
physic, this is why I brought up SMT and Lemmings. Failure meant redoing the level, or the large amount of time before fighting the boss because of getting the wrong random encounter. What is losing exp other than time investment that gradually builds?
In case you wanted other examples, the Diablo series, Baldur's Gate, Descent, Minecraft, Guild Wars 1, and Oregon Trail.
Last edited by Kallera; 06-30-2011 at 08:32 PM.
guild wars 1 i played and there was no experience loss, and you could try as much as you wanted. if you were in a quest you could fail for a full wipe, but other than that death was only effected by death penalty, the game was full of death techniques, i remember one ressurection skill where you basically become the monks zombie. and another where if you die you come back with heavy damage potential.physic, this is why I brought up SMT and Lemmings. Failure meant redoing the level, or the large amount of time before fighting the boss because of getting the wrong random encounter. What is losing exp other than time investment that gradually builds?
In case you wanted other examples, the Diablo series, Baldur's Gate, Descent, Minecraft, Guild Wars 1, and Oregon Trail.
Dont mistake me, im not saying death should have no effect on your playing. Death should be able to cause you to fail a mission, or a run. They may in fact institute something in the coming dungeons where if everyone dies at once you fail *they already do this for missions. However having consequences for death doesnt equate to a death penalty that takes your money/items/experience already earned.
GW is the perfect example of making death matter without having a death penalty, and it makes all sorts of useful techniques and skill viable.
http://wiki.guildwars.com/wiki/Ressurection
all these skills with different styles of dealing with death, in a system with a death penalty, you are really saying you are never supposed to die. So with that in mind, you shouldnt/cant develop too much around death
point is adding death penalty does not make anything harder, it just makes it take longer to get back to where you were. In DP games i have played, most of the time the solution is that the game/groups expect you to take your DP and like it. Suck it up and take R1 its for the good of the team, go sac pull its for the good of the team. Lets all go experience party for a day so we can go zombie the hell out of some megaboss.
Its not adding any difficulty, its just adding a timesink in getting whatever you lose back. And by and large in endgame situations, people will expect, and demand you to die. its a stupid mechanic to punish people for death, then expect them to die to succeed, or have situations where they can do nothing about their deaths (death spells)
Its a totally different thing to make it so that death can cause you to fail an event or negatively impact your chance of success.
I concure.point is adding death penalty does not make anything harder, it just makes it take longer to get back to where you were.
Its not adding any difficulty, its just adding a timesink in getting whatever you lose back. And by and large in endgame situations, people will expect, and demand you to die. its a stupid mechanic to punish people for death, then expect them to die to succeed, or have situations where they can do nothing about their deaths (death spells)
Its a totally different thing to make it so that death can cause you to fail an event or negatively impact your chance of success.
I don't know why such a simple concept is being misunderstood. Even though I have repeated many times that death penalty does not make the game harder just more inconvenient and that there are other ways to make the game genuinely harder.
If a boss is hard to defeat or an enemy is hard to kill. Death penalty does not make it harder. Death, is the consequence of the boss/enemy being difficult not death penalty. However, in situations where such as dungeons, timed quests, or any other contained trial, death penalty is expected for it is part of the challenge. Outside of these situations its just a useless timesink.
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