I played XI for years. Owned an Aegis too if that speaks to my playtime. Led one of the most successful linkshells on Titan server too. Bad assumption is bad.
No! You want hardcore!? how about this, when you die your character dies for good! Or your account gets deleted!! That will make you not want to die!!!
Joke aside.. I would not like this at all, dying is a part of learning the game.. you find out what should not be done, punishing people to re level is dumb. Do not add it or add it to a 'Hardcore' server, where exp gains are lower and Xp loss and de level on death. Having that will show you just how many like it, and maybe show you how many more hate it.
That's not what I'd call a great idea especially because it helps alienate crafters even more.
It doesn't have to be tied to exp loss, I suggested it could be tied to a number of things.
Anima loss for one, hell make it something instead of a penalty for death give a reward for living. Give us a signet style buff so we can attain company seals while we gain exp only obtainable in town. It's a permanent buff and doesn't wear off UNLESS you die.
Obviously it's not a crippling effect and wont stop death in instanced content from being a laughable hinderance, perhaps your death could be tied into adding a few minutes to your entrance timer? Maybe if nobody dies during a run they could shave a few minutes off your total run time making speed-runs easier to accomplish (Although not getting killed is kind of part in parcel with speed runs)
There needs to be some way that me or anyone else might want to double check what we are doing before we get ourselves killed. If it's not exp it could be any number of things, just leaving it as a minor hinderance just encourages people to ram through everything without a care in the world.
The point of any game is to not get killed. And in addition we already have a penalty regardless if you die or not.There needs to be some way that me or anyone else might want to double check what we are doing before we get ourselves killed. If it's not exp it could be any number of things, just leaving it as a minor hinderance just encourages people to ram through everything without a care in the world.
Perhaps they should boost the damage rate on gears.
Just no! There have to be other ways to bring back more fear of dying..
No please. Hated that in XI
Given I think Levelling should be drop'd in favour of quest/story/achivment based development in most games... No!
The idea of a penalty is something i really do like the sound of.
The idea of losing a fight should get your heart rate up at least a little, even in PvP in most mmo's its meh. (but their are mmos or at least a mmo out, that give you that oh SH*** when you realise your dead.)
Random though (not a great one but anyway)
What if it was some alternative pool though (spirit/life gauge?), What if we had something that effects TP generation.
(gauge at 10%=3% faster TP gain or mana regen, with current generation is dropped to balance this)
Also this gauge is used specifically to preform new WS's (not omg super specials though) maybe that have some sort of debuff that last with a whole engagement.
Death = a 25% loss of the armount you have.
So you can either have some powerful new Debuffs or faster regen/gain as long as you don't die a lot.![]()
I played FFXI for 9 years as well as other MMOs and I agree with Grey Jorildyn. Honestly, the xp loss wasn't as punishing as anyone here seems to think it was or remembers.
Saying not having it is moving backwards, please provide evidence of this? Tangible, empirical evidence as well. More than, "I felt that" or "Well from my experience". Making bold sweeping statements like "Not having it is moving backwards" w/o data to back it up is fairly hollow.
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