This would never work with an MMO.
XIV as it stands is 90% stick and 10% carrot. It would have to substantially change to 10% stick and 90% carrot.
That's why any game with permadeath has fast level progression.


This would never work with an MMO.
XIV as it stands is 90% stick and 10% carrot. It would have to substantially change to 10% stick and 90% carrot.
That's why any game with permadeath has fast level progression.


Try doing more of the actual endgame content and you won't think Permanent Death is a good idea. People die so easily over the stupidest hiccups. Also, I don't think it will see enough use for players to get anything done. Besides, what if one of the roaming primals pops up when you're just trying to gather or do any other mundane solo activity? There's too much time investment to just throw it all away. If you want permanent death, there are plenty of other games to oblige you.



Geez, the amount of posts that are "it won't work because people don't want to do it" or "it won't work because it's Final Fantasy" are staggering. By all means post that you don't want this and why you don't and sure, go to the lengths of pointing out where you disagree with the OP, but please don't disregard the idea on the fact that you think you speak for everyone else or have put arbitrary limitations in place on the game's design where they don't currently exist. Clearly some people are in favour (looks about like half against, a third for and a sixth suggesting alternatives).
I hope the player-base is more open to the compromises that have been suggested; a different colour name displayed until your first death sounds easy to implement (cue lol screenshots of full-wipes with 8x gold names); achievements are very easy to add in. To have some kind of incentive on existing servers (rather than an individual perma-death server) may cause linkshells to come together to challenge content with a lack of death in mind as part of the tactics they use to attempt said content. I would use my main character for initial attempts at new content and an alt that I would try to keep 'Gold' once I had the experience.
Here's another compromise to the OP's concept I considered; if you get a Raise before you exit an instance, the death doesn't count as a perma-death. That gives Raise back some of its functionality, without reducing the 'hardcore' element significantly.

You've got some really good ideas there. If nothing comes of the permadeath servers I'd still be really happy with at least the achievements. Different colored names is a good one too.I hope the player-base is more open to the compromises that have been suggested; a different colour name displayed until your first death sounds easy to implement (cue lol screenshots of full-wipes with 8x gold names); achievements are very easy to add in. To have some kind of incentive on existing servers (rather than an individual perma-death server) may cause linkshells to come together to challenge content with a lack of death in mind as part of the tactics they use to attempt said content. I would use my main character for initial attempts at new content and an alt that I would try to keep 'Gold' once I had the experience.
Here's another compromise to the OP's concept I considered; if you get a Raise before you exit an instance, the death doesn't count as a perma-death. That gives Raise back some of its functionality, without reducing the 'hardcore' element significantly.


But then I could just turn that on in town and make myself look like I do it, but as soon as I go on an event I could turn it off. Who would know with all instance things?



Hm? I don't understand what you mean by turn it off/on? And why you would?
If you're referring to having a coloured name, the suggestion was to have your name, say, gold until you died when it would turn white.



This is one of the best ideas i've ever read on this forum.
I fully support it.
Also though, on semantics it would probably be server.
Many of the 'why nots' here are legit,
but this is a real case of THIS WORKS,
One server is not a money *****.
It's just a place for the masochists.
We've all got 40 character slots anyway.
My suggestions however...
Allow a player to be revived by another player within a set period of time.
This is reasonable and takes care of a few decent issues.
When the player is dead, that data is wiped from that server.
More room.
If the ARR server structure allows it...
Enable players to mail stuff from normal server characters to the death server character / vise versa. It's fair, so long as the player understands that everything held on death is deleted.
--------------
http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
Make it happen.


It probably wouldn't work as an entire server, there would be absolutely no economy because people would be constantly losing any sort of gil they might have earned, and unless someone wants to just play the game for crafting I couldn't see anyone actually spending the time to level a craft unless you get like 10x the exp you do currently with the risk of losing everything.
On top of that, this kind of thing really only works if you have a solo player game that can also be played multiplayer. This is a multiplayer game that can also be played solo. If someone of key importance dies during a raid 99.999% of the time everyone else in the party will die within the next 60 seconds or so unlike in diablo where if you are playing a game with someone and they die, you can still keep going and sustain yourself without them if you are skilled enough.
If SE could magically go poof and make this come to fruition without using any resources it wouldn't hurt to have it so you could have people play the game on the current servers with permadeath enabled for themselves, but I personally wouldn't want someone in my party that will disappear forever in a game where every difficult fight has one shot moves that are at times completely unavoidable.

The point you made is interesting, Req, about crafting in those worlds. It would come down to testing it to see if people would really die as much as you are expecting, or if people would really not be inclined to pick up a crafting class, and S-E could always balance the server according to the outcome. A very fast lvling experience for crafters sounds like it could work, but there could be other solutions.
A solution for the raid deaths, however, could be making the Raise spell only work on those areas, so that you can actually do the content that usually kills people without the concern that one mistake will get everyone hopelessly dead. Outside would be a different story, however.
To all the naysayers, fuck you. It's more than obvious you don't have to play on this server nor will this ever impact your game. S-E would never implement it unless it realized enough people wanted it, so your concern is futile. Just get on with your life and let us speculate in peace.
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