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  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    114

    to create a sense of nervousness..

    requires a risk vs. reward system. to enter battle and travel the world with no concequences is the same as playing a lifeless mmo that is devoid of danger, thrill, and opportunistic excitement. a meaningful death penalty transforms a meaningless world.
    (6)

  2. #2
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Sounds about right.

    But why is a sense of nervousness good again?
    (4)

  3. #3
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    i have to disagree. a severe death penalty promotes cautious and less exciting play. a penalty too strict leads to people fighting mobs that have no chance of beating them so that they don't have a chance to die. i prefer to fight tougher mobs knowing that it will take everything going well to win.
    (11)


    http://crystalknights.guildwork.com/

  4. #4
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    i have to disagree. a severe death penalty promotes cautious and less exciting play. a penalty too strict leads to people fighting mobs that have no chance of beating them so that they don't have a chance to die. i prefer to fight tougher mobs knowing that it will take everything going well to win.
    Yes, thank you. For most of my time in FFXI, nobody wanted to do some of the more obscure NMs (like Vuloptuous Vivian) and people stuck to leveling on crabs and tame, boring mobs through most levels. It wasn't fun at all, because more than half of the game world went unused and unexplored. The risk was too big for rewards that were too small.
    (6)

  5. #5
    Player
    Leyza's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah, Gridania, Limsa Lominsa
    Posts
    330
    Character
    Lenana Milna
    World
    Mateus
    Main Class
    Dragoon Lv 82
    Quote Originally Posted by darkstarpoet1 View Post
    i have to disagree. a severe death penalty promotes cautious and less exciting play. a penalty too strict leads to people fighting mobs that have no chance of beating them so that they don't have a chance to die. i prefer to fight tougher mobs knowing that it will take everything going well to win.
    I agree.

    Creating too harsh of death penalties (such as loss of XP, loss of items, deleted character, etc.) removes some of the fun in a game. I think the current death penalties (loss of travel time and a small debuff) are enough. Nothing else needs to be added to it.
    (3)

  6. #6
    Player
    Skeloton's Avatar
    Join Date
    May 2011
    Posts
    154
    Character
    Torvidna Melanna
    World
    Zodiark
    Main Class
    Thaumaturge Lv 16
    I agree with those who'd disagreed with OP.

    I'd rather play Resident Evil 2 if I wanted to lose all confidence in my ability to kill monsters
    (0)
    'United we stand, Divided they fall'

  7. #7
    Player
    Wynn's Avatar
    Join Date
    Mar 2011
    Posts
    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    I think death penalties have to walk a fine line because if it is too light you end up with zerg tactics (which are NOT fun), but if it is too harsh players will stick to tried and true methods and will poo-poo any kind of experimentation or "outside the box" thinking (also NOT fun).
    (3)
    Last edited by Wynn; 07-05-2011 at 08:41 AM.

  8. #8
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    there needs to be some sense of possible loss that make you take things carefully to add excitement, is not the same to loose travel time than a little more severe penalty, that would make you think some tactics before hand and to pay attention to your surroundings.

    In my OP. the current death penalty is a joke really, you can go like kamikaze to any mob without caring the consequences, because you know that after 3 mins you will be like new and ready for more, that lowers a lot the excitement for me and i dont think im the only one.

    Someone else said something about Resident Evil 2 (btw thats not lack of confidence you get there) and thats the fun factor we need, in that game being without ammo would stress anyone or not having medicine as backup, you were immerse looking your surroundings hoping to get what you needed soon or get trough without damage. In FF XI there was a similar fear factor, especially when you were in a place you didnt know or when some party asked you to go to their camp to join them and had to run all the way passing trough lot of aggro mobs that if you werent careful you probably wouldnt make it to the party camp.

    Thats what i think the game needs, theres no sense of accomplishment like getting to certain zone dodging powerful aggro mobs, or having a difficult fight with consequences if you die.

    They should add something severe to the mix.

    0.02
    (2)

  9. #9
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Something needs to be done to make death a negative, something that should be avoided at all cost.

    Make it progress or something

    Single weakness: 3min weakness 50% Decrease in attack (That is fine)
    Double weakness: Increase the weakness to like 5 mins
    Triple Weakness: Increase the weakness to 8 mins and keep the cannot attack thing.

    You can use The different level raise spells to lessen each of the effects.

    atm someone dies, then they instantly start zerging again.... No one cares if they die, no one is careful, no one watches agro.... it is sorta just sad.

    I really hope they are making the dungeons where if someone agros it wipes the whole group. You know make it where noobness will severely hurt the event.
    (5)

  10. #10
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    More durability loss on death would be pretty fine IMO, but don't let death durability occur below 50% durability.
    (0)

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