what do the japanese think or want? I'm curious. a quicki translation is ok by meas in over all of what most are in agreement with.
what do the japanese think or want? I'm curious. a quicki translation is ok by meas in over all of what most are in agreement with.
Most people don't want an experience based death penalty. There are a lot of ideas thrown in, and the vast majority likes what Yoshida proposed.
Especially the idea of tiered resurrections.
Simple solution I read somewhere:
Just have a return after death cost ... say ... 2 anima unless you get a raise. Also have it on a timer after ... say ... 60min the body gets ported for free.
For R2, R3 have the weakness time lowered to reflect the higher ranked Spell.
I cant see anything wrong with this as a penalty for death. It is pretty much what we have now but will encourage people to want a raise and not want to die.
I don't mind the idea of losing a small amount of SP on death, just disallow it to cause a d-level. Also keep the death sickness as it is now. and done. close thread, a solution has been found.
or why not fall into limbo where you have to beat Death at a serious of challenges to get your life back. Once you have successfully beat him in 3 mini-quest he will tell you his true name and allow you to return to the mortal world with a 30 minute death sickness, loss of level, and naked (your gear is damaged to 0%), and at 1 of the 3 main towns. You have to do this every time you die![]()
I am in favor of SP loss if you die.
Honestly the loss of any SP on death seems like a deterrent until you hit R50. If you can't level down then you literally have NO penalty at R50.
That being said, I don't want to see SP down on death and I'm glad they're not even considering it. The new system works fine and all we're missing are a few key details. Even with the Raise tiers, if the recast is long or costly enough you won't be raising more than 1 or 2 people within a short period of time anyway.
That's an intriguing idea, but I think I would take it one step further. When you die, you enter a type of fugue at the location of your death, not unlike what happens when you die in (please don't hate me for making this comparison) WoW. To respawn, you have to make it back to the aetheryte, but there's a catch. The fugue you traverse is populated by hordes of shades. They're easy pickings with no level associated with them, but can overwhelm you if you're careless and just try to barrel through back to the aetheryte. Since you're basiicaly a shade yourself, there would be no stamina or mp cost for your abilities. Being defeated here in the fugue deposits you back at the aetheryte, but you suffer a -2 anima penalty if it happens. Making it back to the aetheryte in one piece returns you to life with no penalty, res sickness or otherwise.I don't mind the idea of losing a small amount of SP on death, just disallow it to cause a d-level. Also keep the death sickness as it is now. and done. close thread, a solution has been found.
or why not fall into limbo where you have to beat Death at a serious of challenges to get your life back. Once you have successfully beat him in 3 mini-quest he will tell you his true name and allow you to return to the mortal world with a 30 minute death sickness, loss of level, and naked (your gear is damaged to 0%), and at 1 of the 3 main towns. You have to do this every time you die
I'm sure there's a number of problems with the above, but it's still food for thought in terms of possible death penalty alternatives.
This is very typical for the "no-penalty-people"... They are totaly against a penalty... no discussion there, but when it comes to realy explaining why, we get "arguments" like that.There are timesinks justified by gameplay needs, and timesinks that simply have no justification.
And I dont understand why people are so extreme in thier opinions. It's like no penalty or hard penalty, where people should at least try to argue about different ways to adress the overall issue: the challange and "thrill".
-How can KO be something people want to prevent?
-What has to be done, that you benefit more from a "caring-what-you-are-doing" king of playstyle.
-How has challanging content to look like?
-How can we make the overall experience more thrilling and in the end memorable etc.
Last edited by Jabo; 04-05-2011 at 07:45 AM.
Would you rather loose all of your gear upon death, and then have to run back and HOPEFULLY make it there in time with NO gear on . If so amongst other penalties you should try everquest.. lol that stuff will make you change your mind.
This is very typical for the "no-penalty-people"... They are totaly against a penalty... no discussion there, but when it comes to realy explaining why, we get "arguments" like that.
And I dont understand why people are so extreme in thier opinions. It's like no penalty or hard penalty, where people should at least try to argue about different ways to adress the overall issue: the challange and "thrill".
-How can KO be something people want to prevent?
-What has to be done, that you benefit more from a "caring-what-you-are-doing" king of playstyle.
-How has challanging content to look like?
-How can we make the overall experience more thrilling and in the end memorable etc.
Yeah, that's what I've noticed. People have this irrational fear of SP loss. They think that if SP loss is introduced, that it will be just as harsh as FFXI and cause delevel... so they aren't even willing to discuss it because of their erroneous misconceptions.
But what I find hilarious is the people who argue about timesinks. They cherry pick which timesinks are better than other timesinks, even if they end up taking the same "time".
If anything, all this arguing is proving that Gear damage is not going to be effective. No one is "scared" of it. It won't be a deterrent in any way unless they did something drastic like take 25% of your durability away from 1 death. And even then, there will be people who keep going with broken equipment unless they make broken equipment penalties more harsh.
So in the end, if they follow what is effective, you will have just as harsh of penalties and timesinks (if not more).
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