Hey guys, thanks for repping my idea <3
I fleshed out a few more ideas about this on my blog.
http://lodestone.finalfantasyxiv.com...entry?e=155429
Some additional points:
Here's a quick summary of what I'm trying to achieve here - I want a system that rewards players (but not too much) for staying alive, rather than punishes players for dying. I believe that the bias should be towards positive reinforcement as that makes for a more enjoyable gameplay experience. I believe that the method below gives hardcore players (who usually want a death penalty) a reason to care more about not dying, mainly by stroking their egos, while also having death have a real impact on time invested. At the same time, casual players can continue going along throwing themselves at whatever enemy they want no differently than they do now (almost).
Let me put the anima loss into further context. I had envisioned this change along with other changes to the game so that anima wouldn't be such a scarce resource as it is now.
What I wanted to do was to punish the player for dying only a little, and taking away SP is out of the question. That would be too harsh, so the next best thing would be anima.
Now, about my other changes to the anima system so that this would not be as terrible as some have suggested:
I would have all returns done while still alive cost 0 anima. Yoshi-P mentioned that he wants a solution to death porting, so this would be the easiest way.
Also, I would expand the number of favorite locations to 5. Perhaps make a quest that grants you more favorite locations, or something.
Reduce the anima cost of a teleport into a different region from 6 to 5.
Implement other modes of transportation like Chocobos and airships.
This way, the loss of anima still stings a little, but it's not really that bad. It's also not as soul-crushing as losing SP and ranking down.