gear durability is still in 2.0



gear durability is still in 2.0


I would probably prefer EXP loss over gear breaking.

Oh don't start, I wasn't trolling I was angrily asking a question :P/em throws troll food
but no it's a good thing, they shold add more things like it.


well, Don't go posting anngy as you sound like a whiny whiny torll,
An they could, but games hardly having any risk/reward, challange, or choices in them now.
Everything is easy mode where can do everything and get everything, and can almost always undo anything you decide to do.
Failing or being silly should have a penalty, i've not play'd a game since EvE that has even slightly got me on the edge of my seat trying not to die.. or made me focus really hard trying to get somewherr or do something i shoudn't.
RL might be a better, but a game that makes you work can still give you a rush from time to time.
It's the same with choices, we make almost no choices that effect the game, cause some quests to open up to us and lock others..
Last edited by Esk; 10-01-2012 at 09:54 AM.


I'd prefer the rush to come when I'm fighting a really difficult boss that requires perfect timing. A stacking weakness is a better idea, it punishes you more for being 'silly' on content that matters, and doesn't punish casual players who only play a little bit weekly.well, Don't go posting anngy as you sound like a whiny whiny torll,
An they could, but games hardly having any risk/reward, challange, or choices in them now.
Everything is easy mode where can do everything and get everything, and can almost always undo anything you decide to do.
Failing or being silly should have a penalty, i've not play'd a game since EvE that has even slightly got me on the edge of my seat trying not to die.. or made me focus really hard trying to get somewherr or do something i shoudn't.
RL might be a better, but a game that makes you work can still give you a rush from time to time.
XI's weakness without the EXP loss would be a good system to employ, I want to feel like someone in my group dying means that we have to work extra hard to fulfill part of his role, rather than just throwing gil at the problem after the fight is done.


Ah i'm old, i remeber games with permadeath and as much as i hated it, it gave me a reason to try that bit more.I'd prefer the rush to come when I'm fighting a really difficult boss that requires perfect timing. A stacking weakness is a better idea, it punishes you more for being 'silly' on content that matters, and doesn't punish casual players who only play a little bit weekly.
XI's weakness without the EXP loss would be a good system to employ, I want to feel like someone in my group dying means that we have to work extra hard to fulfill part of his role, rather than just throwing gil at the problem after the fight is done.
I'm not a fan of the Exp loss idea etither though, it does effect casuals more then regualr or hardcore.
Also leveling as we have it in most MMO's isn't fun its just something to slow you down, no more, its not rewarding no matter how long it takes.
I think the gear durability idea from SWG i posted on the 1st page is a good balance, as it wont effect casuals as much as they play less so it balances out a little, it would hurt if you die in your best gear, will mean people have more then 1 set of gear sp good for the crafters and gatherers too by keeping demand up, only down side is inventory i guess..

no rly bring back xp loss, makes ppl work harder
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