Dunno if i said it yet.
I hope they keep the aspect of deleveling somehow. Some penalty for dying other than just losing durability. This isn't blizzard we're talking about so I'm sure SE will come up with something.
Dunno if i said it yet.
I hope they keep the aspect of deleveling somehow. Some penalty for dying other than just losing durability. This isn't blizzard we're talking about so I'm sure SE will come up with something.
I want some white on white air ship ones... +50 to the GTA stat
Problem is they may only be good on in-game day
Cuz once you scuff up you fuck up your whole night
Seconded also - its really important that people are at least a bit scared of dying. With no tangible penalty, theres no real sense of bing scared when wandering around high level areas.
Aggroing stuff and legging it is one of the things I like about FFXI, I also like that (most) people cant successfully run away from mobs without zoning. Not sure how it will work without zonelines though... sleep/deodorize/snk/invis {Run away!}. Maybe a system where outpost/city/village guards come to your aid when you run into or near a town and pull mobs off you (or mobs just wont go near the town).
Hah, or instead of deleveling maybe your awesome Rarex Battleaxe+1 could just break (permanently)...
FFXIV will be epic. Ideas from every Final Fantasy should be thrown into this world.
What I want SE to take out is the long ass login process we had in FFXI.So far everything on FFXI was limited to keep it secure but didn't make much difference.
If there's a Moghouse, leave it accesable offline with wigets (news update scroller) to keep in touch with friends and the world.
Zones in XIV are supposed to be like 5 or so times larger than in XI since SE said something to the effect of each XIV zone is going to be as big as a region in XI. That can be a very long way to run if you have to reach a zone to get something off of you.
One can still fear dying without a harsh death penalty. If you're solo, the more obvious setback is basically having to start over from wherever you HPed. It could be a quick run back. It could be a long one that involved either artful dodging of aggro or a steady pace of fighting while keeping ahead of repops. Nonetheless, time is lost here, and EXP loss is basically reskinned time loss. I'm sure we've all rolled our eyes seeing someone delevel during an event, too.
In terms of group play, failure can bring a heavier price. On top of the above, it could mean lost claim on an (H)NM or simply timing out in an event. Both styles also carry the expense of food, tools, and medicines. Death simply multiplies the requirements for these, in turn reskinning another time sink as cash gathering. If people want to be bitches and throw durability loss on top of that, we'd basically have 4 penalties per death: Time, Cash, Consumables, and Durability.
I'll pass on such extremes. The whole "Two steps forward, Three steps back..." style of XI is part of what had a lot of people quit over time. It's exceptionally more frustrating when those setbacks aren't your fault.
This guy plays WoW.
edit: how childish of me but my statement still stands but I'll add to it.
If you care about time lost, money lost or consumables lost(akamoney) when you die and act as if that's a real punishment... meh. That's all I can add.
more edit: "dying is worse in wow cuz the ppl suck so bad that they just accept dying as part of regular playing so it ends up costing more to fix the fucking items and run back to corpses cuz ppl just constantly die cuz its "ok"" this what I don't want FF14 to be like.
Mmm, blanket assumptions ftw.
On that note, I'll simply counter that content SE feels needs to be "difficult" can include a form of mob AI that will focus on targeting weakened players. Pair the unstable hate this causes with positional move use and you get yourself a situation where avoiding the penalty is to, you know, not fucking die. Hell, I didn't even touch on Weakness in my initial post. It's not hard to design that to counter zombie tactics, too.
Moral of the story, not wanting to die creates better players.
Addendum: Kicking them in the nuts when they do doesn't always make them want to try again.
This.
I don't think people realize that the death penalty in FFXI was very, very overbearing.
When you hit 75 and deleveled, you lost like 5k exp, at least. That's a good hour spent getting your level back alone. That's definitelty not my idea of fun. It's frustrating enough when you're trying to run to Jeuno for the first time at lv20 on your own, and in the process a black tiger from jugner kills you... and you have to run alllll the way back from Sandy/wherever, only to find you're now lv19. I'd much prefer my equipment degrade on top of running back, instead of wasting twice as much time.
But, you know. Some people love spending hours getting exp back that they shouldn't have really lost in the first place.
Wasted time and effort, ftw.
All I can really add to this conversation is that your idea is exponentially more retarded than exp loss.
Also, exp loss vs durability are essentially the exact same thing. At the end of the day time = money. In FFXI the penalty was more harsh because the hassle of gaining efficient exp required building a party. I personally don't mind having to sink gold into armor repairs or having to re-up exp as long as the penalty is reasonable. However, I also think that death is something that should be feared in an MMO. In WoW the penalty is, in my opinion, much too light to be taken seriously. FFXI could have easily had a durability system and if the repairs were expensive people would still bitch.
tl;dr Time/Money/Exp/Durability are all the same thing.