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  1. #1
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    Ya, but that is my fault for not looking around. D:. I also kinda wanted to get my idea out. Also, never played EQ, didn't know that they did that. Also, I was talking every game in general. Like if you havnt saved in a while(I know thats your own fault) and you die, you have to back track an hour or so or longer. I know iv done that many times. I'm sure most people have as well.
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  2. #2
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    Abriael's Avatar
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    Quote Originally Posted by Rokien View Post
    Ya, but that is my fault for not looking around. D:. I also kinda wanted to get my idea out.
    Like everyone that posts in this forum. If everyone opened his own thread to "get his idea around" the forums would be quite the mess (and actually too many do, and that's one of the reasons why the forums are already quite the mess).

    As for backtracking in other games, that's why developers have been pushing to reduce the problems, with automatic checkpoints, autosave, quicksave and other features.
    It's in a developer's interest not to make people feel like they are wasting their time. Which is exactly what harsh death penalties end up achieving.
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  3. #3
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    Ya, I know. Like I said it was my fault for not looking. Also, I know, but theirs games that really hurt you if you die like, Demon souls. Dieing puts tension in a tight spot. Makes you more alert and careful, putting strategies into your next move/attack. That's what I like about death penalties. Puts you on the edge of your seat, type of deal.
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  4. #4
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    Quote Originally Posted by Rokien View Post
    Ya, I know. Like I said it was my fault for not looking. Also, I know, but theirs games that really hurt you if you die like, Demon souls. Dieing puts tension in a tight spot. Makes you more alert and careful, putting strategies into your next move/attack. That's what I like about death penalties. Puts you on the edge of your seat, type of deal.
    Demon's souls isn't appreciatd for it's death penalties. It's appreciated mainly because the fights are actually challenging in themselves. Also, demon's souls isn't a subscription based game where frustration is something to avoid (frustration -> ragequitting -> less money for the developer). Finally it's a niche game, that appeals only to a very precise kind of hardcore gamer. On the other end FFXIV has been publicized from the very start as casual-friendly.

    The "demon's souls" (at least for death penalties) of MMORPGs already exists. It's called Darkfall Online, and it failed harder than FFXIV will ever manage.

    The way to make people alert and careful is to give them something to fight that requires them to be alert and careful to be defeated, not to make them waste gaming time if for whatever reason they die (or because someone else makes them die, which happens quite often).
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    Last edited by Abriael; 03-31-2011 at 03:05 PM.

  5. #5
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    My idea, doesn't waist your time, you don't back track at all. And at the most you would only loss exp gain for like an hour or something. I don't know. Thats not that bad, better then re grinding for that hour on what you loss.
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  6. #6
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    Quote Originally Posted by Rokien View Post
    My idea, doesn't waist your time, you don't back track at all. And at the most you would only loss exp gain for like an hour or something. I don't know. Thats not that bad, better then re grinding for that hour on what you loss.
    It's exactly the same waste of time. It just doesn't waste past time, but it still wastes future time. The effect is exactly the same as any experience-based death penalty, just concealed in a quite clumsy way.
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  7. #7
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    Losing exp is waist of past and future time >.>. Thats just saying you should get ride of the weakened state, because that waist time as well. I like a death penalty, thats why im saying we should have one, makes the game for me, more fun. But thats my opinion, to each his own, right? Soo, what would you do then? Get rid of death all together? I wanna hear what you would want happen, not to bash my idea. Even though thats ok as well, as long as its constructive.
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