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  1. #21
    the whitest knight u' know
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    Not really anymore. If you don't want to pay the whopping 5,000 gil for repairing Lv.41~50 equipment, you can just request repairs via bazaar with a Grade-5 Dark Matter as payment and it will get repaired in no time... assuming your server isn't a complete ghost town.

  2. #22
    Falcom is better than SE. Change my mind.
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    And with Ifrit dropping G5s like no tomorrow you can probably get those dirt cheap.

  3. #23
    A. Body
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    If they're going to make repairing trivial, why not just remove it? I am sure they can come up with other creative ways to penalize people for dying.

  4. #24
    Ridill
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    Quote Originally Posted by Lordender View Post
    If they're going to make repairing trivial, why not just remove it? I am sure they can come up with other creative ways to penalize people for dying.
    If it's going to be trivial, just leave it in.

  5. #25
    New Odin
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    Still takes money out of circulation so it's hardly trivial..

  6. #26
    Relic Weapons
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    I dunno about you but I'm not gonna pay for repairs in a LONG time. Ifrit hands out dark matter like nothing else.

  7. #27
    Puppetmaster
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    To me, it's like WoW where it makes dying just a little inconvenient. For most of us, it's not a big deal to pay the costs for dark matter or the repair NPC (and minor gil sinks everywhere are always pretty nice), but having to go out of my way to get these repairs is a big enough deal to me to make those extra durability hits something I avoid. I like the fact it's not as soul-crushing as exp penalties too.

  8. #28
    D. Ring
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    Grey Jorildyn
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    Losing xp for dying in a really old concept anyway. People are always moving forward faster than backwards as it is. Setting them back a menial amount of xp is stupid anyway.

    Now harming gear for using return is just a slap in the face. It's more like a tax for adventuring alone/unprepared than a penalty. In the world of raiding you'll always get a raise.

  9. #29
    Banned.

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    Quote Originally Posted by Grey Jorildyn View Post
    Losing xp for dying in a really old concept anyway. People are always moving forward faster than backwards as it is. Setting them back a menial amount of xp is stupid anyway.

    Now harming gear for using return is just a slap in the face. It's more like a tax for adventuring alone/unprepared than a penalty. In the world of raiding you'll always get a raise.
    Considering how lazy people are and how many "level 74" I've seen during events, downleveling isn't something I ever want to see again. I don't want to be punished for other people lazyness.

  10. #30
    Strider/Doom/Cyclops
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    Quote Originally Posted by Grey Jorildyn View Post
    Now harming gear for using return is just a slap in the face. It's more like a tax for adventuring alone/unprepared than a penalty. In the world of raiding you'll always get a raise.
    Gear damage on return (instead of death) is there specifically to combat bloodwarp, which Yoshida pointed out as a problem.

    This game has one of the most kid-friendly attitudes towards death in existence. I'm surprised there aren't more masochists whining that death isn't scary enough and there needs to be a bigger penalty.

  11. #31
    Banned.

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    Quote Originally Posted by Spider-Dan View Post
    Gear damage on return (instead of death) is there specifically to combat bloodwarp, which Yoshida pointed out as a problem.

    This game has one of the most kid-friendly attitudes towards death in existence. I'm surprised there aren't more masochists whining that death isn't scary enough and there needs to be a bigger penalty.
    But that's stupid... if I wanted to bloodwarp and didn't want durability loss I'd just unequip my shit. That's not a very effective plan against anyone with brains who wants to bloodwarp.

  12. #32
    the whitest knight u' know
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    Quote Originally Posted by Kuroikage View Post
    But that's stupid... if I wanted to bloodwarp and didn't want durability loss I'd just unequip my shit. That's not a very effective plan against anyone with brains who wants to bloodwarp.
    Then you gotta' waste an inventory slot just to keep a shitty weapon/tool on you!

  13. #33
    D. Ring
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    Is death warp still an issue with a 15min return command though? I hardly think so.

    I think there should be a tougher death penalty, but it's gotta be something fitting. As Mioko already pointed out, you can get around the gear damage on return if you want to deathwarp (not that anyone still does anyway). Exp loss shouldn't be an option on the table either imo. I wouldn't want to run to my corpse every time either tbh and the game isn't setup for that right now anyhow, plus that's not really "final fantasy".

    Anyhow this thread is about repairs right? They really should not use dark matter as the filler item in boss coffers. The game is now inundated with it, making repairs a joke. Before Ifrit, it was acceptable to throw up a g5 for a repair reward, now more and more people don't bother unless there's gil involved. Who wants more of something they already have? I know I don't, that's for sure. I agree with the feeling going around that repairs have become a moot thing. At this stage of the game it's not significant to the gameplay. It's been reduced to an afterthought and that really isn't where it ought to be.

  14. #34
    the whitest knight u' know
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    Quote Originally Posted by Grey Jorildyn View Post
    more and more people don't bother unless there's gil involved. Who wants more of something they already have? I know I don't, that's for sure. I agree with the feeling going around that repairs have become a moot thing.
    I have yet to see a decrease in people making repairs for dark matter rewards. I think it's always been about the quick/free exp when the reward is the appropriate dark matter. I go around repairing Lv.41~49 jewelry on my Lv.36 or so Goldsmith and get like 300 exp a pop. For free. In fact, I would rather people just put up dark matter for the repair than gil becausee I like to keep as much dark matter on me as I can (though no more than 99 of each grade).

  15. #35
    D. Ring
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    Different strokes for different folks. That includes servers.

  16. #36
    Puppetmaster
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    Quote Originally Posted by Grey Jorildyn View Post
    Losing xp for dying in a really old concept anyway. People are always moving forward faster than backwards as it is. Setting them back a menial amount of xp is stupid anyway.

    Now harming gear for using return is just a slap in the face. It's more like a tax for adventuring alone/unprepared than a penalty. In the world of raiding you'll always get a raise.
    I keep forgetting getting raised in this game prevents gear damage for whatever reason. Not like I'd leap for joy but I'd be okay with seeing that go. lol

  17. #37
    A. Body
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    Quote Originally Posted by Grey Jorildyn View Post
    Is death warp still an issue with a 15min return command though? I hardly think so.
    It is for us whom have our all our classes past 20. It takes just as long to get killed outside of town, than it does to wait for return, than it does to run to a high enough level area to do so.

  18. #38
    Bagel
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    Quote Originally Posted by ffffffff View Post
    Gives you incentive to be good, and not die.
    I never understood this logic, shit happens, even to good people. Having a death penalty doesn't suddenly make me want to be better. I try that even without a penalty.

    Quote Originally Posted by Spider-Dan View Post
    There will always be a subset of people who believe that death should carry no penalty whatsoever. These people are beyond hope.
    Cool, I'm beyond hope. Besides that what I wrote above, current MMO death penalties are weak. Never hated FFXI for the EXP loss, at best I hated it for the 5min afk and/or having to walk back to my location where I died. If SE dropped 25k exp with every death I might have cared, but the shit was laughable (even pre-Abyssea) with 2400 exp at best. Didn't understand it in WOW or Aion either (which also got nerfed to make it even less of an issue).

    Death penalties is a rule of old MMO's that hardly serves any purpose nowadays (besides taking some money out of the economy,) because they are all nerfed to hell that it makes me wonder why they even bother and that I actually try to learn from the errors I made before my death instead of being emo about how I lost an amount of currency and/or exp after death. The latter won't make me a better player, the first will.

    So keep on trucking with your useless (for me) death penalties SE, good time investment for beta 2.0, totally.

  19. #39
    Ridill
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    If you seriously think there should be no penalties for death then why even bother trying to stay alive.

    Run up way-too-difficult mobs > sentinel/invig/etc > do as much damage as possible > die > raise/come back > repeat.

    That seems like a jolly good way to make fights feel not only completely without risk but certainly void of any sense of difficulty or accomplishment.

    If you die so much that repair costs/weakness timers are prohibitive you either really need to suck less, know your limits, or at the very least learn how to make money (as if repairs were even expensive).

  20. #40
    New Odin
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    I agree that DP is pretty useless from any other standpoint but economic one.

    Losing the encounter is the penalty. What else do you need? XIII let you retry the encounter right there and then yet dying still felt bad and beating difficult fights like an accomplishment. That goes for any game.

    Losing in itself is bad enough. Losing repeatedly is even worse, especially if you can't retry immediately. You don't need to artificially kick the player in the nuts on top of that.

    If they manage to make the DP irrelevant to the player yet somewhat important to the economy then it definitely accomplishes what it should. I also think that balanced economy is important for this game, so I don't think spending time on setting up proper gil sinks is a bad thing.

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