Page 7 of 62 FirstFirst ... 5 6 7 8 9 17 57 ... LastLast
Results 61 to 70 of 615
  1. #61
    Player

    Join Date
    Mar 2011
    Posts
    11
    i like the current system.
    you run all the way back and got a death sickness, which mostly expire by the time i reach the point where i died. it punish me for dying... thats all it has to do, it does it well, why make it worse or easier?!

    in WoW, no sickness, there is dur loss which is laughable, and there you need to.... flay so fast or get summoned to the place you died at which counter the need to get back to where you died.
    at least there is a decent punishment in this game.
    (1)

  2. #62
    Player
    PM1337's Avatar
    Join Date
    Mar 2011
    Location
    Lisma Lominsa
    Posts
    54
    Character
    Ry'coln Halige
    World
    Faerie
    Main Class
    Red Mage Lv 70
    First off I loved that you stated the problem with the current system, your interpretation, and then a solution. It wasn't just ranting but great feedback. These posts and everyone's comments will help the game go forward not the constant complaining, so I thank you for you post

    Now to the real post. I agreed that FFXI death penalty is harsh. It took me a good while to get certain jobs unlocked because I didn't want to wait to build a buffer and would die dropping me below 30 and had to lv up again. Similarly WoW's death penalty is just a pain in the ass. I hate running back to your body in a ghost form, its a time waste in my opinion. Finally FFXIV death penalty or lack there of just always players endless chances. When I solo a leve I put it on 5 stars and make a go at it, if I die, I set it to 4 stars and continue. I repeat the process until I get to a place where I can complete the leve.

    I like your suggestions and agree with them a lot. I think doing some similar to CoH and CoV is great. Yes you lose exp/sp whatever, but its more of a debt you must pay off. I like how CoH also makes it that you can't de-level as well. Also I like that when leveling after you die a portion of exp goes to pay off the debt while some goes to lv that way multiple deaths just aren't stacking up against you. I had parties in FFXI where I died 2 and 3 times and that would destroy all the work I had done with the party and the next week of soloing. I think CoH had a good alternative to death. Also, I like you raise idea as well. I hated being at a high level and needing a Raise II or III because raise I just didn't make the XP lose bearable.

    I hope this post helps the conversation. Its early here and I am not fully awake yet
    (0)


    OH YEAH!!!

  3. #63
    Player

    Join Date
    Mar 2011
    Posts
    174
    Quote Originally Posted by Abriael View Post
    Running back from the bind and waiting for the resurrection sickness to expire is a time sink.

    An experience/skill points loss is nothing else than another time sink (you lose the time you spent to earn that experience/skill).

    It's exactly the same, in an apparently different form. The system can stay as it is.

    I agree with this. Die 3 times and you cant even go into active mode.

    This does not need changing and especially not in comparison to the many other things that do.
    (0)

  4. #64
    Player
    Shneibel's Avatar
    Join Date
    Mar 2011
    Posts
    2,076
    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    The only thing I find funny with the death pernality is a Pve game like FF have death penerlity system from PVP game, the weknest effect is basicly use in pvp to prevent the contineus come back in pvp
    (0)

  5. #65
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Maybe the could reduce SP/EXP by 50% for 15 mins after death.
    (0)

  6. #66
    Player
    Alise's Avatar
    Join Date
    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    Good way = reduce 1 anima upon dying.

    -this will prevent people who intentionally died to just use return.
    -since you get return for free anyway, so cost 1 anima first should be no problem!
    (0)

    FFXIV : ARR all instance boss gameplay video can be found here..
    http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0

  7. #67
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    15
    Quote Originally Posted by Alise View Post
    Good way = reduce 1 anima upon dying.

    -this will prevent people who intentionally died to just use return.
    -since you get return for free anyway, so cost 1 anima first should be no problem!
    I was just about to suggest this
    (0)

  8. #68
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    118
    I have been noticing a patter among my fellow FFXI players. Some of them seem to just want everyone to suffer, just like they did in FFXI. I really think some people really feel that way. I loved the challenges and difficulties that I went through, things that many people haven't went through. But, I don't want people to have to deal with losing xp like I did. Some argue that people that haven't had to deal with XP loss for dying don't actually fear death. The thing is, I don't think the people that have had to deal with xp loss actually feared death. All I thought about was the loss of xp. I didn't think about the fact that my character died, it was all about the precious xp I lost.

    In every mmo that I have played where I don't lose xp for dying, I actually feared dying. I have made characters that I'm attached to and I don't want them to die. When it happened in FFXI, all I thought about was the XP loss and hoping I didn't delevel. The death in and of itself, really didn't mean anything to me.

    Give me monsters that aggro by sound, smell, hp level, and all that good challenging stuff. But, please don't give me the horrible xp penalty.
    (1)

  9. #69
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,026
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    If I wanted to play FFXI, I'd go back and play it. EXP Loss on death was my least favorite aspect of FFXI, and I couldn't be more against seeing it return. We now have gear damage, so let's toy around with that a bit more. There's no such thing as "DEATH," we just get knocked out, there's no way around suspending that disbelief - so harsh penalties for "DEATH" seem ridiculous. If, when we're knocked out, our gear takes a severe hit in durability, I'm all for that.

    There are few comforts like knowing that your grind was worthwhile - that no one can take away the progress one has made. I like to solo, and I'd prefer not to be engaged in yet another time-sink by Behesting back what was once mine. Break my gear, instead. SP Loss for death is one on my very short list of "deal breakers" that will end my visits to Eorzea.

    One thing I've noticed is that this game seems highly tailored to allowing players to not be forced into battle - if they wish to craft or gather their way through the game, they can still experience the whole of the story. If gear were to be constantly destroyed in high-risk battles, it'd serve even better for the crafter-mains in this world, as it would draw them into the fray. As the tanks fall and emergencies rise, players will have to make frequent trips to the Company's back lines for repairs. (of course, a speedier system for repairs will be crucial here, but I feel this is already a necessity.)

    However, how does one prevent players from stripping to their undies and making a solo run for it with no consequence? The Anima hit mentioned above could prevent this. On the battlefield, people will be raised and gear damage will be their only concern - however, if making a reckless naked solo run for it is going to cost them a chunk of anima, then it's their choice to make that sacrifice.
    (0)
    Last edited by Anonymoose; 03-11-2011 at 12:40 AM.
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  10. #70
    Player

    Join Date
    Mar 2011
    Posts
    4
    How about no death and just when the player get to zero health he can just fight on at a weaker state so the player can decide to run away to recover from the weakened state or hack endless and get no where. Why does everything have to be about making the player wait, wait, wait, thats the oldest trick in the mmo book of wasting a player's time. If you want to wait for everything just play real life. xD
    (0)

Page 7 of 62 FirstFirst ... 5 6 7 8 9 17 57 ... LastLast

Tags for this Thread