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#27 Jun 21 2013 at 1:58 PM Rating: Excellent
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PhoenixOmbre wrote:
Louiscool wrote:
The penalty in 1.0 was a pain in the *** too though... Not sure if anyone remembers running around with all broken gear because of how quickly it broke and how annoying it was to get it repaired...


Agreed. Having to ask a random stanger / NPC to repair my underwear (while it's still on) is a bit too harsh a penalty.

Smiley: laugh



I remember this! Oh man, who thought that was a good idea? Its a very creative though. Pointless, but creative.

Edited, Jun 21st 2013 4:02pm by reptiletim
#28 Jun 21 2013 at 3:05 PM Rating: Good
Killua125 wrote:
I definitely do support higher death penalties, and it made things more tense in XI - but I never liked leveling down, to be honest. Just bringing you down to 0% EXP would be enough.


The only problem with this method is that there's no penalty for someone who has a maxed level.
#29 Jun 21 2013 at 3:45 PM Rating: Good
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In general, I hate death penalties. Especially when devs go out of their way to give mobs incredibly cheesy moves. Ultimately, I figure if an encounter is meant to not have you and members of your party die, you instead restrict resurrections to out of combat and in the event you can just respawn within the instance, you keep the arena locked until the boss is dead or the rest of your party wiped to eliminate zombie tactics. In general, losing EXP teaches nothing, it just forces you to grind fodder again. Cash loss, either direct or via repairs, makes life harder for tanks. I don't think anyone implicitly wants to use being a lemming as a battle tactic, and short of very few instances in XI, it was never mainstream.

Insert ******** over Atma of the Apocalypse in Abyssea here...

Edited, Jun 21st 2013 5:46pm by Seriha
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#30 Jun 21 2013 at 4:39 PM Rating: Decent
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Seriha wrote:
Especially when devs go out of their way to give mobs incredibly cheesy moves.


And that's the core of my problem with death in FFXI: too often, on a lot of monsters/bosses, it's simply out of your control and at the mercy of the RNG gods. Death, Deathga, Doom, Doomga, -enDeath, -enDoom, Chainspell Death, Charm, 30-60 seconds terror, etc. The game just became a massive "FU" when it came to TP moves and even though they "Promised" to tone it down when Adoulin came out just look at the monsters they put out and realize it was a damned lie.

Hell, just look at the Salvaga II Hydra "Trembling sometimes deals severe damage with no warning (1700+)". That's a killer on over half of the jobs in the game and there's NOTHING you can do about it. Throat Stab moves are bullsh*t in and of themselves but with those you have warning and a good healer can take care of you. A move that randomly says "NOPE ONE SHOT!"? No thanks, I'll pass.

You pulled too many monsters and couldn't survive? That's your fault. No one argues that fact and you accept that death because you yourself caused it. Went into a fight without Protect and Shell and didn't bother to wait to be buffed? That's on you, you know it, and you eat the death.

The RNG rolled dice when you're a full health and said "YOU DIE, TRY AGAIN NEXT TIME" and you wonder why people quit? Ultima countered two of your attacks and you die instantly because you're a dual-wielding class and each hit just relfected almost 1400 damage? That's the game saying "Go play something else because my developers don't care about your enjoyment!" and you leave because if the game can't play fair, why should you bother paying them? That's how a lot of people felt and it's justified in a lot of FFXI.


Edited, Jun 21st 2013 6:40pm by Viertel
#31 Jun 21 2013 at 4:53 PM Rating: Decent
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***** death penalty in the rear. Death doesn't make me fear anything if isn't perma death. We humans are more motivated by the fear of loss than pleasure. But if death just sets you back a smidge and is recoverable, that is not true fear of loss.

Going to extremes is a sure way to make people quit a game though.

Want to know how to really scare people without making them grind what was lost back?
1.You die once, death acts just like it is now.
2.Die shortly after before weakness wears and you get double weakened.
3.SE implements a feature that locks you out of that raid for 2-4 weeks.

I guarantee you with penalty number three. Anyone who is really serious about getting their prized loot or progress soon. Will not even attempt that 3rd death. If they get it inadvertantly. Whatever hardware they are playing on will feel the wrath.

That's scary!

Edit: Just so I am not seeming like a death hater. How about this?
1.Allow experience points to be lost at death.
2.You can only down level one level from whatever your cap was.
3.You cannot re-level back to the original for 1 Eorzean week.

That would kind of make me scared to die I suppose.

Edited, Jun 21st 2013 7:05pm by sandpark
#32 Jun 21 2013 at 5:56 PM Rating: Decent
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PhoenixOmbre wrote:
I'm feeling brave so here's a thread about death penalty!

What do you think about the level of punishment inflicted on you for dying in XIV as opposed to XI? Personally I tend to think that monetary loss and spacial displacement is not enough to make me fear death and therefore hinders immersion. On the other hand, I have never experienced a delevel to 74 and am probably just looking at the past with rose tinted glasses.

Do you think that one should fear death to strengthen immersion and attachment to your character, or is this a thing of the past? Would you play on a server where the rules are different if you had a choice?



+1 for fear death, lose XP.
#33 Jun 21 2013 at 6:28 PM Rating: Decent
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sandpark wrote:
1.You die once, death acts just like it is now.
2.Die shortly after before weakness wears and you get double weakened.


I think that could work well. When weakness wears off, characters could receive another status that doesn't actually harm the character. Instead, if you die with the status up, your character experiences a worse, longer lasting form of weakness. This way, death isn't that big of a deal solo or in small parties. In raids, however, death could punish you by making you completely useless. Having some sort of time limit on certain battles could really make that penalty hurt.
#34 Jun 21 2013 at 6:53 PM Rating: Decent
I'm with Sandpark. I've never been "scared" of a death penalty. Death penalties are all about the best way to inconvenience the player, the best way to make the game less fun at some point if you ***** up. Not to say it shouldn't be there, but let's call it what it is.

Is there a way to penalize the gamer for deaths without making it annoyingly tedious where fun is actively being drained from the game? I pretty much agree with Sandpark again, I like his suggestions. They work towards making the game harder or more challenging for a certain period of time. This is much better than something that simply adds to grind. If you do add to grind (such a delevel), give the grind a cap (a limit as he suggested).

It is an MMO, whether you die or not you will be performing the same actions over and over again. Adding challenge is a different twist than simply adding some more "and again" to the "again and again" repetitive actions we will already be doing.

Edited, Jun 21st 2013 9:03pm by decoyninja
#35 Jun 21 2013 at 10:03 PM Rating: Good
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One thing I didn't touch on, but also why I don't touch Hardcore modes in things like Diablo: Lag.

It's just as Velveeta as the cheesiest mob TP moves in XI. You can't predict it. You can't fight it. Latency spike, power outage, whatever... being screwed for reasons beyond player control just isn't cool. In the end, for every person I see demanding harsh death penalties, they're typically unwilling to punish themselves in some manner were the penalties absent. Why? Well, odds are they hate others having an advantage. Want to lose 10% gold? Buy a bunch of vendor mats and chuck them. Want to lose 10% EXP? Go AFK for however long it takes you to gain 10%. Want gear destruction? Roll some dice and throw away what corresponds to a slot.

While it's a bit of a no-brainer that not everyone likes the same things, I find it absolutely foolhardy that people imply fear a greater motivator than pleasure in their entertainment (that they pay for). This isn't real life, it's just final fantasy.
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#36 Jun 21 2013 at 10:52 PM Rating: Decent
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Seriha wrote:
One thing I didn't touch on, but also why I don't touch Hardcore modes in things like Diablo: Lag.

It's just as Velveeta as the cheesiest mob TP moves in XI. You can't predict it. You can't fight it. Latency spike, power outage, whatever... being screwed for reasons beyond player control just isn't cool. In the end, for every person I see demanding harsh death penalties, they're typically unwilling to punish themselves in some manner were the penalties absent. Why? Well, odds are they hate others having an advantage. Want to lose 10% gold? Buy a bunch of vendor mats and chuck them. Want to lose 10% EXP? Go AFK for however long it takes you to gain 10%. Want gear destruction? Roll some dice and throw away what corresponds to a slot.

While it's a bit of a no-brainer that not everyone likes the same things, I find it absolutely foolhardy that people imply fear a greater motivator than pleasure in their entertainment (that they pay for). This isn't real life, it's just final fantasy.


I personally always play HC in Diablo and most other games where it exists. Sure it sucks when I die because of lag and I really wish there was something you could do to prevent that sort of thing, but in the end it is definitely worth it. I think Diablo is boring if I don't play HC. The thrill and excitement I get is just so much higher for every little thing I do that I know is even remotely dangerous. Now can I get the same type of thrill some other way? Yes I can, just like you suggested pleasure works the same way albeit for me generally less strongly, but if I can have both why wouldn't I want it?

I remember popping and soloing Despot for the first time, holy moly my adrenaline was pumping hard in the beginning and there are several other situations where fear was not the main factor for my enjoyment, but that does not mean it can't add to the experience. Now I understand if people don't want harsh penalties for dying I mean to each their own, but personally depending on the situation I can definitely see the point.

For XI I have to say thought that generally the things that made me fear death was not the exp penalty or weakened state, it was honstly just the fear that I would not be able to complete the content for different reasons. Traveling took such a long time that if you died and had to start over because there was no raise available you might not do it, either because of time constraints or because you couldn't get back there solo, but the party would not start over etc. The exp penalty was more of a nuisance to me, just like having to pay to repair my gear after dying doesn't make me fear death it just annoys me when I don't have enough money.

I dunno, I think there are different way of getting added excitement to the game by upping the stakes for death, but I am not sure I've seen the perfect one for the MMORPG genre as of yet (HC works great for Hack ´n Slash imo).
#37 Jun 22 2013 at 1:38 AM Rating: Excellent
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The death penalty never held me back in FFXI, but I started as a WHM, and even with Reraise III, I'd knock myself back down without hesitation to 74 from 75 capped if I had a Dynamis run + Vrtra/Jorm + a few rescues in areas with hyper-aggro mobs.

It hurt more on other jobs, but I've always taken loss in stride whenever it's been to a higher purpose.

Now after years of Eve Online... I've seen people lose tens upon tens of billions of ISK in single capital ship explosions/Freighter Ganks.

Unless you kick my door in and try to hold me up at gunpoint, there is nothing in a videogame that hurts more than a "awww, crap, lets go again!" anymore.
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