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  1. #1
    Player

    Join Date
    Mar 2011
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    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
    Hikozaemon's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    456
    Character
    Hikozaemon Kenkonken
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Wolfie View Post
    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.

    I lost like 6 lvls on blm once tryin to kill Jorg in the most retarded way ever and i know i lost at least 4 lvls trying to kill P warden lol then i would get asinine comments from ls members asking me why my blm and pld were not 75 anymore ....... durp durp zombieing HNMS to death noob lses.
    (0)

  6. #6
    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)

  7. #7
    Player
    Hikozaemon's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    456
    Character
    Hikozaemon Kenkonken
    World
    Hyperion
    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.
    I loved being a galka beastmaster in ff11 and my chr being so darn awful that i risked dying even trying to charm a dc mob in the 60s in The Boyhda Tree lol.
    (1)

  8. #8
    Player

    Join Date
    Mar 2011
    Posts
    401
    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.
    this

    /10chars
    (0)

  9. #9
    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'

  10. #10
    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.

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