The server could be made to remember what party your in and how much hate you have. And you shouldn't be able to add or kick party members during combat because kicking someone when they die and inviting a fresh player is a bs tactic too.
Sound good on paper, but not possible. You expect the server to remember what 5-7k people did on every single monster and how much hate they had, even when they not on the game. A mob cant hit a character thats not on the game, and you have to remember that while that person is logged off, another person is gaining hate anyway. Lets be real here, you expect the mob to remember a logged off character's hate and jump off the tank and go hit that person right when he log back on.
If a person disconnects then they can't come back in the party, that sound like a stupid system to me. Your tank happens to disconnect during a fight and now can't rejoin the party. I find it amazing how some people want way worst stuff in the game (like this for example), just to get rid of a death penalty that would totally solve the problem without any possible loopholes being found. People disconnect while in combat all the time (dynamis, and all kinds of events) and this could and probably would totally ruin the game.
I'm sure SE learned that logging to reset hate is a bad thing, too. Let's hope it isn't possible again. Not sure what that has to do with death penalties or where it was really used beyond kited Kirin fights, though.
Kirin, lol that was so long ago I can't even remember logging off to reset hate on him. Somebody else already explained what it has to do with the death penalty. It was used a lot if you had a great small knit Ls. To do hnms like Jorm with 16-18 members, and with the blms as damage dealers (I was part of the blms), we used log off to reset hate all the time. Not only Jorm but Tiamat, and other big Hnms. If you were killing them with 25-30+ people then you had no need to log off, but for smaller linkshells it was a commonly used strategy. We had log off rotations (lol), I mean it was organized.
Ok then, in order to raise in combat let one (or however many) of the healer classes have an in-combat raise that is on a cooldown. There would still exist regular raise spells that work out of combat without any cooldown of course.
It took me 2 seconds to come up with a huge loophole in your first solution. You have to remember that people (smart people), will be looking hard for loopholes around everything. Then reraise would have to be removed or you could keep spamming that and zombie killing. People bringing extra whms outside of the combat party would have to be addressed as well. What is stopping them from having a person that is just watching, keep raising people (remember you said out of combat raise has no cooldown). I mean all this is quick loopholes I found in 2 minutes, and things you wouldn't have to worry about with a death penalty.
Edited, Feb 3rd 2010 7:15pm by HocusP