

Not enough people will ever want it. Or at least not enough for SE to care to spend resources.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.



I think this thread is dramatically underestimating the instant increase in player skill when something is on the line. People always up there game when they will lose something for failing. The number of deaths on a permadeath server would be far lower than anyone would anticipate. The only thing that would change that is open world PvP. There would be plenty of crafters and gatherers because it would be something you can do that doesn't put your life at risk. The economy would flourish because things would have real value. No one would level to 50 in level 10 armour. Players would be more conservative about who they party with and proven skill would be significantly more important. Strategy would become far more important because no one would try to do something as dumb as Train their way through Natalan.
I honestly think players would find this kind of server to be significantly more fun than a standard nothing you do matters server. There is only one stipulation I would make As I said before, if you die you are not deleted. You are moved to a regular server.

Your personal opinion, Renen. Couldn't care less about it or anyone's opinion on the matter of whether S-E will care, or if enough people will want it. Whatever you have to say about it will not change the reality. Is it really too hard to let those who want it speculate and have fun in peace?





You're watching too much Sword Art Online![]()

I like your point on the way crafters might respond, Kiote, and I think it is a possible outcome. There would definitely be a need for the perfect gear on any given situation and that would require crafters. It could actually be a much more fun world for crafters to be in. Cosmetic items might not be as valued, though.
If, however, the economy responds differently than any other server in a significant way, then I think it would get in the way of implementing the death = regular server solution. Players could exploit items in that server, such as creating new characters just to buy cheap items there and then die, merge to another server (unless it was random, of course) and sell it. The constant influx of items, gil, and players from a different server could potentially harm the economy of other servers.
Having said that, I think dying and leaving the world forever would be an amazing thing, it would definitely not detract from the overall experience of death at every corner, keeping the game interesting and fun every step of the way, but it would also not hopelessly take characters away from the game once they failed. New players could always delete and create a new one, and veterans could just try getting used to the regular server if they didnt want to lose all their progress. There could even be a special server for hardcore players that have died, maybe not officially, and so you could eventually meet up with people you played with before and are used to a more strategic approach to the game instead of mixing with the general community.


People might play better if things are on the line but that doesnt change the fact that all of the instances are inherently flawed in a way that they punish you with one shot moves for even the slightest mistake. This causes problems when the AI does things completely out of your control like ifrit extreme doing a jump then immediately using plumes all around him as soon as incinerate goes off. Another bullshit scenario I have seen atleast 4 times now is Chimaera charging voice of the dragon, then after its halfway charged his eyes turn blue and it kills half the party because it didn't give you the visual clues you needed to detect you needed to get out of range.I think this thread is dramatically underestimating the instant increase in player skill when something is on the line. People always up there game when they will lose something for failing. The number of deaths on a permadeath server would be far lower than anyone would anticipate. The only thing that would change that is open world PvP. There would be plenty of crafters and gatherers because it would be something you can do that doesn't put your life at risk. The economy would flourish because things would have real value. No one would level to 50 in level 10 armour. Players would be more conservative about who they party with and proven skill would be significantly more important. Strategy would become far more important because no one would try to do something as dumb as Train their way through Natalan.
I honestly think players would find this kind of server to be significantly more fun than a standard nothing you do matters server. There is only one stipulation I would make As I said before, if you die you are not deleted. You are moved to a regular server.
I really wish I had a video of an Ifrit fight I did last week where I literally ran all the way across the arena directly back from ifrit to the very edge leaving me nowhere further i could run and I still got hit by the eruption that spawned in the original spot I was standing right behind ifrit.



So many clueless posts in this thread ><. plenty of games that aint skill and mmo that have done this.
I just don't get the negativity? Don't like perma death? dont play on the server, Whats wrong with choice? Whats wrong with variety? Whats wrong if there is a large enough people who like to satisfy that like.
People have this freakish control over what this game is about, anything stirs from it forbid you get shot.
Its like PVP, its going to happen weather you like it or not, theres no action in the game so why is there pvp some might say, but its happening, and it will work. And if you dont like it you wont participate in it, why cant it be the same here?

Necro? Oh yes I did.
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This actually sounds like an exciting idea. I've played games with perma-death, and they really add to the excitement and involvement you get in a game. There's more emotion involved because there's more at stake. This isn't everyone's cup of tea, that's for sure. And the perma-death servers I was on were very small. But the feeling you get from NOT dying in a close encounter is pretty exhilarating.
People who've played games like Dayz know what I'm talking about.
I disagree with this suggestion. It'd cause too much confusion with regular servers. I think permadeath should be what it is. Permadeath. You can make other characters in other servers even with a basic subscription.There is only one stipulation I would make As I said before, if you die you are not deleted. You are moved to a regular server.
My suggestion? Make logging out only possible in safe zones (camps, inns, cities).
edit: Also, reading through some of the comments, I see 2 types of gamers here:
1. Gamers that play for the experience.
2. Gamers that play for EXP.
See what I did thar?
Last edited by Denmo; 11-09-2012 at 05:09 PM.
I'd be curious about this kind of thing. But I'd have to disagree with the "it doesn't have to be built for this style of gameplay" because so many fights have attacks that one shot mages so easily.
Still curious none the less.
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