

It's a null field. No comparison. When crafters do stupid things, their penalty is losing all the materials for the craft.
So if you're ok with that, you must be ok with losing a piece of gear when you die. Afterall, that would be the most equivocal punishment.
HAHA, I find that funny and hope that you aren't being serious as losing an armor piece is like 50 times worse than mats, But my idea on losing SP on death is just that, YES it is going to be an effective PENALTY, however, there needs to be a decided rate at which how much is lost. For example, one leve quest gives you 1000 SP but you die on the second leve quest(sometimes unavoidable if the monsters appear on top of you and gang up on you) SO does this mean you lose a set amount of SP? say 300? 600? or render one complete leve's SP void? I'd like to hear an answer.


HAHA, I find that funny and hope that you aren't being serious as losing an armor piece is like 50 times worse than mats, But my idea on losing SP on death is just that, YES it is going to be an effective PENALTY, however, there needs to be a decided rate at which how much is lost. For example, one leve quest gives you 1000 SP but you die on the second leve quest(sometimes unavoidable if the monsters appear on top of you and gang up on you) SO does this mean you lose a set amount of SP? say 300? 600? or render one complete leve's SP void? I'd like to hear an answer.
The amount of SP lost would be up to SE. I believe FFXI was a base 10% without furnature that reduced it, so that would obviously be too high. If I had to make a ballpark guess, I would say 5% loss per death. And as long as you don't die while weakened (or within a certain time period... that would be up to SE), then you can buy it back with Anima (again, my preferred method is buyback with Anima).
P.S. And no, I was not being serious about losing gear on death. But I was merely illustrating the fact that crafters DO have a penalty for failure, unlike what Akuun was trying to claim.
Thank You Kaedan for that EXCELLENT answer.I'm not a big fan of sp/xp lost upon death, HOWEVER, if thats the rate at which sp/xp is lost im actually all for it. Now that I've agreed this specific circumstance SOMEONE will most likely say that its not enough of a deterrent so it should be upped to 15~25% loss on death, and you know what... don't even go there.The amount of SP lost would be up to SE. I believe FFXI was a base 10% without furnature that reduced it, so that would obviously be too high. If I had to make a ballpark guess, I would say 5% loss per death. And as long as you don't die while weakened (or within a certain time period... that would be up to SE), then you can buy it back with Anima (again, my preferred method is buyback with Anima).
P.S. And no, I was not being serious about losing gear on death. But I was merely illustrating the fact that crafters DO have a penalty for failure, unlike what Akuun was trying to claim.



The loss of sp from death or deleveling is not a penalty its a nuisance. Seriously go try an "Old school" game where you lost every thing on death and then come back and look at sp loss and try to be scared or nervous about being ko'ed. Heck i started playing xi after quitting Eve Online, watching ten billion isk's worth of space ship turn into a pretty explosion when you lost a fight was harsh. Just loosing a bit of xp was welcome change.
There were things in xi that made me worry about being ko'ed or having a total party wipe. Loosing claim on a nm or wiping to a forced pop mob and waisting the effort that went into obtaining the pop item when the mob vanished. Loosing a timed fight, mission, or event due to being ko'ed to much and the clock running out because of recovery time. Loosing xp did not phase me in these cases. I was only annoyed that i had to go back out and regrind to get it back.
I'm not for loosing SP on death, but i do rather loose SP than have to fumble with more repairs under the current system. I'm glad with the durabilty fix of one of the previous patches, i don't want something back that will change it all around again. Im thinking about npc repairs to 100% and less steep costs, player repairs give more durability on item for period of time or maybe they can invent some nice temporary buffs that are added by player repairs.

Dear SE,
I beg you, open a server with exp loss.
I wanna really see WHO will choose that server and who don't. If it goes well, you can open another and another and another.
Oh, and please, open a server without exp loss/time sink/equip damage. I'll be there.
Thanks for your attention.
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.

I'll repeat what I've said before about exp/sp loss on death.
9 out of 10 times many people died in FFXI was not due to their own mistakes, but due to circumstances within parties. Bad pulls, people AFK, poorly timed abilities, etc.
People should not be punished with loss of their hard earned exp/sp because of the actions of others.


I'll repeat what I've said before about exp/sp loss on death.
9 out of 10 times many people died in FFXI was not due to their own mistakes, but due to circumstances within parties. Bad pulls, people AFK, poorly timed abilities, etc.
People should not be punished with loss of their hard earned exp/sp because of the actions of others.
It doesn't matter who's fault it is. By your reasoning, we shouldn't have any death penalty whatsoever.
There has to be some sort of discouragement to dying (even Yoshi says so)... so instead of just saying, "No! I don't want to lose anything because of someone else!"... how about explaining A) Why having the choice between losing SP and losing Anima is so bad and B) making a different suggestion?



Lol apparently I'm your b*tch Kaedan for siding with you. It's funny how he thinks he's gold because he doesn't agree with you.
Plus you blunty stated that after the second or third death in a row, you couldn't buy it back... but apparently he can't read neither...
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