I don't understand "menial". I looked up some definition online but I'm still clueless about what you're trying to say in relation to Death penalty.
You're right, I meant to use "trivial," not "menial." Menial doesn't make sense at all in that context.
Basically I read that you like to handicap yourself by putting less effort into gearing up so you have a bigger challenge when it comes to fights. This sounds like a great idea to me, because I'm always up for a tougher challenge once in a while myself.
I guess it's understandable that you are annoyed that you lose a lot more exp then normal because of this. (Btw if you play in WoW in crap gear you suffer less penalty when you die aswel. Isn't that great!)
But I don't get that you are also mad at other people, who only want just the normal challenge and ignore you because of this. They just want an easy going game and go out and have some fun.
I think you misunderstand what I mean when I say challenging fight mechanics. I am talking about the way that fights are designed. Of course there have to be gear requirements, but they should be very loose requirements. I want extremely difficult fight mechanics that require constant attention, and a deep level of understanding and skill from everyone playing their class. They need to be constantly using different skills and abilities to counteract the bosses attacks and moves. That to me is much more fun than having 16 damage dealers afk auto-attacking, a tank or two using a threat ability every so often and bored healers doling out a heal every once in a while, all of them in wonderful gear.
Actually "not dying" isn't the reason at all. For elitism expectations have advanced a lot further than that: Not dying is taken for granted.
People expect you to be overgeared so you don't waste their time! Why kill a monster slow when you could be killing it fast.
This very much depends on the fight. In my experience, people aren't nearly as elitist when the only difference in a fight between the gear of the players is how fast they take down the mob. Often, with the most difficult fights, they view it as a matter of life and death. If you're facing a difficult fight, and happen to wipe a couple of times, the defeat in itself is already very frustrating, and with that many people, there are going to be a couple on the verge of quitting. A painful death penalty isn't necessary to further aggravate and annoy those players, causing them to leave if you mess up once or twice.
First you say they need to add more challenging fights, but then you say it has to be easy enough to win in one or two tries. It's like asking for snow to fall during your summer vacation at the beach. It might be fun swimming under the warm summer sun or making a snowman on a cold day, but mixing them up together just sucks.
When I say challenging, I don't mean frustrating and near impossible. The best and most fun kind of fight is when you say "Oh no! We were so close, but we need to change our tactics a little to succeed next time." Take a few tries, learn what kind of attacks the boss is going to use, and how best to respond to those attacks. Then, it's rewarding when you finally beat him. This is just the typical boss. Of course I'm a believer that as far as the hardest bosses in the game go, yes there should be one or two that are in fact near impossible and take a group of very dedicated people to take down.
This really made me mad. You're a good willing person. No doubt. And a lot of people agree with you (post is rated up to excellent). But it has such a major flaw in what you have written.
Final Fantasy XI has very strong social linkshells. It's an amazing feature compared to other MMORPGs. These are, at least should be the people to help you out with your stuff. Because of all the hardships these strong shells with close groups of friends were formed. And the reward is there over a long period of time.
And do you know how lowbies, who got helped repay "their debts" that they felt they sometimes had? By helping out other lowbies in the shell when they reached higher level.
I just don't understand why you would want to reward people in cash, etc. for helping other people they don't know. Don't kid yourself into thinking that bounds are being formed. No effort to socialize is being made at all.
I've seen a lot of these posts where people get all high and mighty about "Squaresoft (or insert other random game compagny here) needs to make people care about others", "More teamwork!" and blame, for themselves, everything on stupid little things like this exp penalty for being all alone and needing strangers to help them.
Make some effort to socialize yourself damnit. Go out there and make some friends & join a linkshell!
Again: Make some effort.
I understand your point, but from my personal experience, when two people go out and participate in an activity that only one person benefits from, it tends to put a strain on any kind of relationship formed. Lets say for example, that I am in need of a group for my AF leggings. I'll sit around in jeuno or whitegate for a while shouting for a group, maybe asking some fellow linkshell members or some friends of mine. I might get lucky and find a person or two around my level willing to help out. Unfortunately, after sitting around looking for more members, the people I found become bored and leave to do other activities. Luckily, a higher level linkshell member has a bit of time so he decides to help out. We get out to the camping spot and things aren't going well. It's a little difficult for him to solo the mobs, and so we die a couple times. He then gets one of his friends to come out and help as well. We are taking down the mobs at a very slow but steady pace.
We're starting to become a little annoyed and frustrated that it's been 2 hours and we haven't had that coffer key drop yet. I'm starting to worry about my high level helpers leaving because its been so long and they are clearly showing signs of being bored and frustrated. I try and keep the conversation going, but its been so long its getting more difficult. It's harder to communicate with someone when 80% of communication is body language, and the only thing you have to go by is what they type. Normally I might have become good friends with these people, but under the stress and one-sidedness of the situation I am feeling a little bit on the defensive, and a little bit helpless, like what a begger would feel asking for spare change from a lawyer. The higher level players are relieved when the key finally drops, but really what did they get out of it? A few thousand experience points and a few hours of their playtime lost helping some lowbie that may or may not be playing next month. Well, at least they got their helping quota in for the month. Now they can go do something that will actually benefit them and move their character forward in the world. Hopefully that newbie will remember what I did for them, and be grateful for it. Bye newbie. Bye high level player, thanks for helping me get my AF legs.
5 minutes later in linkshell chat:
newbie: can anyone help me get my AF gloves?
Now I know that not everyone is gonna have the same experience, but when you're forced to constantly get help from higher level players, they're going to start avoiding you, regardless of how fun or friendly you are to be around. I don't care how selfless or helpful of a player you are, sooner or later after helping so many lowbies, you're going to start to resent helping them, even more so with the ungrateful ones.
My point is, if there wasn't such a painful death penalty, and at least some kind of reward for helping these players out, its a mutually beneficial relationship, and thus there is little or no strain put on the relationship, and players are able to form bonds more easily.