No my idea of a penalty in the sense, was for taking the easy way out of exploring. As in the penalty for taking the easy way in killing bosses (by zerg or over killing), is a lot of people don't get rewarded. You could do it this way but it would take longer to get everyone a reward rather then if you did it in a harder but smaller group. Instead we are talking about exploring (mindlessly exploring) so the penalty is the small effort or price it costs to warp back home.
What is all this "mindlessly" exploring nonsense? I don't explore any differently whether I've got a warp item or not. Pathetic argument is pathetic.
Hello this makes no sense because (listen up), if one player (the hardcore) spent 6hours (in your example), in one area before coming home, the casual player spent 1 hour in an area before coming home. Of course the hardcore player get more because he only came home once, and by the time the casual player spent 6 hours in the same place he has came back 6 times (needing 6 warps). This makes no sense whatsoever, whats so wrong with logging there, if you make examples you have to at least use 2 people with the same common goal. If the hardcore person used warp to go back once every hour (like the casual guy if he warps back every hour), then they would require the same effort. It would be the same effort for the hardcore guy to use 6warps in 6hours, as your casual guy using 1warp every hour , so in reality its the same effort for everyone.
There has to be a better solution than being forced to log in the field so that your warp costs scale in line with the hardcore guy. Period. YOU CANNOT PENALIZE CASUAL PLAY IF YOU WANT TO SAY YOU HAVE A GAME WITH CONTENT SUITED TO ALL PLAYERS, HARDCORE AND CASUAL ALIKE.
We're not talking about giving casuals the same gear as the hardcore guy. We're not talking about casuals being able to progress as much in an hour as it takes a hardcore guy to do in six hours. We're talking about being able to get back to a safe hub at the end of a session. Your solution of logging in the field is...not a solution.
It's obvious that you're just...100% ignorant about how a solo-friendly casual game works, so let me give you an example.
You've got one hour to play. You head out to do your thing. It takes you 15 minutes to get where you need to be in order to do what you want. You've now got 40-45 minutes to do whatever it is you set out to do. Unless, of course, you have to run back. Now you've only got 25-30 minutes to do the same thing if you want to get back to a safe hub at the end of your session. You don't like logging out in the middle of nowhere because you may not feel like doing the same thing tomorrow (which is sort of something you would expect players be enabled to do when SE says FFXIV will be more about "do what you want" amirite?). So what functions does the game provide for you to get home? How much of that is going to cut into your time spent doing what you actually wanted to do? How much of what you earned by way of currency of any kind is going to have to go towards paying for that option? Unless your answers to those two questions are "instant" and "free", you're creating a barrier for casual players. And since we know that other games have implemented very popular features to return to your predesignated homepoint without breaking those games, is there a logical reason to keep those barriers in place in a new game?
No, there is not.
So let's look at another scenario. You've got 3 hours to play. Ideally, you'd like to join a group for something but you also don't want to take the risk of watching those 3 hours tick by and not do anything entertaining, so you put yourself into the relevant LFG tool in the game and head out for some solo goodness which just happens to take 20 minutes to reach, and requires you to travel in the opposite direction from where you would need to go if you end up finding a group. 15 minutes into your solo exploits, you get a message from someone asking if you want to join a party. Do you now pay for that return to the hub so that you can get to said party quicker, or do you ask the party to wait 20 minutes for to get back to the hub, + time to travel to where you need to be? Would a free option be a huge benefit in that scenario? (hint: nod yes...)
See, I understand that in FFXI you don't have to think about a scenario like that one. Most of the time, if someone was wanting to group for something, they would hang out in a city or cruise the zone line to the area where they wanted to party. They wouldn't head out to farm unless they were willing to blow a charge on a cudgel or a warp scroll. Another barrier. "I could go out and do this while I wait, but it'll cost me if I need to get back in a hurry." Bad. Bad game design.
Or let's say you're the hardcore type. 6 hours in a sitting is a short session for you. You start off with one objective that requires you to travel to the far corners of the world on some brief errand. Would it bother you that when you were done you could warp back at no cost and get on with the next thing on your agenda? Don't say yes...really, from a credibility standpoint, you can't afford to say yes.
You are talking about a family of an Npc, like they really exist.
Exactly. So obviously you're not hurting people who don't exist, right? (Protip: The NPC? They don't exist either, so you're not hurting them if you're not feeding them currency all the time.)
It means nothing at all, it is a game that doesn't mean you should get stuff for free.
It doesn't mean you should have to pay for absolutely everything, either.
My idea of casual is not realistic because it doesn't include free stuff like warp, yea right.
No, it's not realistic because you think casual players are going to accept frivolous, pointless barriers when other MMOs have proven that they aren't necessary. Those barriers don't add a **** thing to the enjoyment factor in a game to anyone. There's plenty of room for diversity and flavor, but when we're talking about functions that are accepted as absolutely basic based on the evolution of the genre, there's really no room to **** around.
We will find out when more details is released, or when the beta is released, until then you can think you know how its going to be all you want, but you dont.
I'm fairly certain I have a better idea of how it's going to work out than you do.
You can never explain how something is a timesink if there is methods in the game that cuts the same amount of time just with some effort.
Ya, I can. And I have. You..sadly...are too dense to grasp it.
Just because it is not free, doesn't mean its a timesink,
For basic functions? Yes, it absolutely does.
free and time are two totally didnt things.
Except...if you have to pay for it, you have to take the time to earn the currency you use to pay for it, yes?
You don't have to walk home there are things in the game that cuts the same amount of time, just for a price.
So you're taking time to do it yourself or you're taking the time to earn the currency so that you don't have to do it. Either way...time sink. In the case of the warp, unnecessary time sink. Unnecessary barrier. Unnecessary restriction. Players will know this. They will resent it.
Instead of saying anything about the timesink point, you talk like a kid, which I was expecting anyway (because you have nothing to say).
Denial ain't just a river in Egypt.
You still haven't found a clue. Something tells me you never will. So carry on..be a thick twit until release...I'm not going to lose sleep over it.