Dying has always become a problem in MMOs.
In Final Fantasy XI we all lose hard earned Exp.
In World of Warcraft we had to run back to our body, suffer durability lose or Resurrect at the angel and receive Rez Sickness.
And in Final Fantasy XIV dying makes our gear lose 5 to 10 percent of it's Durability.
I say none of these are good ideas, especially since the durability lose wasn't well thought out.
here are the current implemented ways to go about repairing durability.
-Repair at an NPC: Costs an arm and a leg just to get your gear to 75%
-Repair yourself: Forces those players who have no interest in the crafting jobs to spend time away from their battle classes to play mundane Mini games to gather items and craft items so that they can gain the rank they need to repair their equipment.
(personal note: crafting as a main job was a horrible Idea and the fact that they have no active recipe book that keeps all your known recipes in it is stupid I don't want to go to a fan made website and research recipes or look up forgotten recipes or make my own home made book -_- which I have sadly, The game remember only 8 or so recent recipes is stupid I want it to remember all of the recipes I discover. but thats for another forum post that I'm sure no one will enjoy reading)
-Have someone else repair your equipment: This results in a very long wait, granted I applaud those who fight through the painful process of crafting in this game. It costs the crafter capital, it costs the play looking for the repairs time and capital and there is no progression gained by either party.
------------------------------------------------------------------
The Solution
--------------------------------------
When a player uses return
He/she has rez sickness for 2 mins correct?
How about on top of that a sickness that cannot be cured by simply waiting for it to wear off?
I call it the slow healing sickness
your HP and MP healing rate is slowed by 30% when you die for the first time
if you die again without getting it cured 50%
if you die again without getting it cured you will no longer regen HP and MP while in or out of combat, Cure will no longer heal you, Raise will no longer Rez you. Regen spells and potions will no longer have an effect
if you die again all your stats are reduced to 0 as well as the above no healing you will also be slowed to a crawl.
See what I did there? I didn't take your Exp away and I did not harm your gear. I pretty much just decommissioned making you unable to do anything you until you cure the sickness.
How do you cure the sickness? Pay a priest at your local camps for 30% and 50% it will then cause a timer to show up. the sickness will then dissipate after 5 mins.
If you go beyond 50% you will have to go back to a major city and seek out a patriarch who you will pay and the sickness will dissipate after 15 mins
30% = 2,500gil
50% = 5,000gil
100% = 7,500gil (have to go to major city)
150% = 10,000gil (have to go to major city)
of course these numbers are hypothetical they may end up being more but this is my solution to dying.
Durability of gear will not be harmed thus durability may stay or be abolished I'm rooting for abolished because it's one less thing I have to worry about lol
what do you guys think?
------------------------------------------------
Edit: 7-26-2011 4:22Pm EST
I noticed I forgot to mention a few things
"I appreciate your suggestion, though I don't think you've thought it all the way through."
I did think it through however, I forgot to write that tidbit I apologize sleep deprivation can do that to you some times.
The sickness only occurs when using [Return] you don't get the sickness when [Raised]. Usually when you return your already at a camp or Crystal gate essence thingy (I forget the name) Using the gate thingy to teleport to a camp with a main crystal thingy(again I forget the name) costs no Anima to do. As far as in a Dungeon I'm not quite sure I haven't experienced them as I've deleted my old character to start over fresh. I'm sure there can be a priest and or NPC really it doesn't have to be an NPC period it could be a magical floating object.
My argument is this:
-Taking my exp: I lose hard earned progress I may even lose a level. I hated that about FFXI
-Damage my gear: as of right now the percentage of gear damage is really high, I have starting gear and I've died twice all my gear is in the low 70's percentage wise and the NPC wont repair them. I have Gear OSD I want it to be 100% all the time so I never have to worry about it. at 50% and below I have to stop leveling put my stuff up for repair and wait because the NPC's prices are also ridiculous.
With the Sickness all you really have to do is pay to get it removed
I figured it would be better if dying didn't touch your exp and/or gear and rather just been an annoyance to still give people motivation not to die. I don't die often but when I do I feel it especially now since the patch and I'm not interested in crafting as of right now mostly battle classes. We are labeled adventurers in game what good is an adventurer if he/she is always in town crafting?
------
Back story:
I'm not much in to crafting I'd rather hunt and gather, back in FFXI I was never in the main cities but a few short minutes to place my items up for bit and back on out for more. That was my form of money making. I never relied on anyone, I was a tank and healer and I acquired money via selling cheap mats for crafters. in FFXIV I feel like they are forcing me to have to level up crafting I don't like thats so really I could care less about the dying and more about getting rid or main streaming repair so I can be self efficient.
To end, If I'm going to pay money monthly for something I wanna play my way I don't want to be forced in to a class or trade that I simply have no interest in. I also don't like waiting Days to get repairs.