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  1. #1
    Player
    Soular's Avatar
    Join Date
    Jan 2014
    Posts
    77
    Character
    Gremms Foulke
    World
    Cactuar
    Main Class
    Dark Knight Lv 70
    I thought the respawn time extensions were infinite as well, I don't think I've ever died in FL more than 4 times, I typically consider anything over 2 deaths to be a bad game for me now, lol

    The more and more I think about people going 0/8 or worse, the more and more I start to think that maybe a system where a player with an excess amount of death streaks should become worth less points per kill than other players until they secure a kill (sort of like an anti-battle high effect, just with no statistical/mechanical detriments).

    Course I have no idea how it'd work in practice, especially because healers and whatnot, so that's all just brainstorming at this point. I do feel like something needs to be done about feeding though.
    (1)

  2. #2
    Player
    nickx's Avatar
    Join Date
    Dec 2013
    Location
    Adder4lyfe
    Posts
    205
    Character
    Calien Nightstalker
    World
    Odin
    Main Class
    Archer Lv 70
    Quote Originally Posted by Soular View Post
    a system where a player with an excess amount of death streaks should become worth less points per kill than other players until they secure a kill (sort of like an anti-battle high effect, just with no statistical/mechanical detriments)
    I like it. This is a good solution to feeding imo, rather than extending the death timer over 25 seconds. Perhaps after 5 deaths, player kill points begin to diminish.
    (0)

  3. #3
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    924
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Soular View Post
    a system where a player with an excess amount of death streaks should become worth less points per kill than other players until they secure a kill (sort of like an anti-battle high effect, just with no statistical/mechanical detriments).
    Definitely. Obviously will cut the point feeders off, but I'd much rather the newer, learning players have more field time to learn rather than be stuck waiting forever to respawn.

    Taking healers and their death count into consideration, it may be worth setting that system to time-based instead of "until you get your next kill."
    (0)