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XP gets penalized....

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  • AIMonsterAIMonster Member UncommonPosts: 2,059

    Originally posted by Kaocan

    Originally posted by Magnum2103



    Sorry to single out a specific paragraph here, but I have to ask a few questions.

    Why hinder power-leveling?  What's wrong with it?  How does it effect you?  Do you realize that players who power-level experience the same amount of content as someone who casually does it?  Just at a far quicker rate.  Why are you concerned with players "bitching" that there is no content if you obviously aren't a power-leveler and will have content available when you do eventually reach endgame anyway?  Why is it such a big deal to you?

    How does this even hinder power-leveling?  All it means is a power-leveler will switch classes when the surplus becomes too high.  They'll still be leveling classes at a ridiculous rate.  Their physical level will still be maxed at the same rate.  It doesn't hinder power-leveling, it just hinders freedom of choice.  Most power-levelers will still trudge through high surplus anyway, because as you said the end result is that they get there first.

    Also how does this in any way hinder bots and farmers?  Bots and farmers aren't concerned with their EXP rates, these activities aren't usually done with bots anyway (yes, farmers will physically play characters they power-level, and often times using leveling exploits that are difficult to pull off with a bot).  What's going to prevent the bot AI from switching a class (done through 2 macros) and switching to a new AI pattern once the surplus (which is easy for the bot to detect) becomes too high?  If you think surplus is going to be any hinderance to botting, you have no idea how bots work.  Bots can still farm a specific area for drops even when they get a high surplus, or craft, or harvest, etc.  Surplus doesn't effect item drop rate.

    Your definition doesnt match mine appearantly, that may help to answer your question. Power Leveling is not the same as hardcore game playing. Power Leveling is the person who either pays someone to level thier character for them and has no interaction with that character until it reaches the level they payed for, or they pay in-game and sit back and watch TV while thier payed leveler farms xp for them.

    A hardcore game player is more like you describe, they prefer to do extended game play sessions, with single edged objectives designed to maximize thier time/xp curve in an attempt to gain the highest level they can in the shortest amount of time. This may be to claim pride in thier achievement, or to corner the market in money and resources at an early stage in order to advance financially above thier peers.

    Either one of these is actually very bad for a player driven economy, not to mention the world immersion level for everyone. Now I could go into the reasons for this statement if you so desire, but I would think they to be obvious to anyone who has played many different MMOs over the years. But if you wish, just ask and I shall.

    As for hindering BOT and farmers, well thats a simple one. Most Farmer organizations are built on the same structure as every other company in the world, minimum overhead, maximum profit. Think of it as 5 guys with 10 computers and 50 accounts to the game. Each guy runs 10 accounts on 2 computers, they start thier accounts up, position thier BOTs and start thier days farming, switching in every now and then on each to see if they need to be moved or restarted. Now, add in the extra work load of having to monitor your surplus onto all 50 accounts, can the 5 guys keep up with them all, switching in and out of different setups?

    The other part you need to keep in mind on farmers is the way surplus holds them back from gaining xp for being played 24/7. The best way to make money now may be farmgin crystals sure, but thats because your stuck in low end content right now. if I get (and this is only an example) 10 gil for killing one mob at low end content, and 100 gil for killing one in mid level content, and 1000 gil for one high end mob - which do you think is the desired farmer landscape? And if they are forced to 'play' the character, every one of those 50 characters, all the time, they will either have to increase thier overhead and deal with it or be stuck on the low end content making lower profits.

    As far as BOTs to gain item drops, sure, not going to effect anythign right now with the way it is. But then again why exactly would anyone fight to allow any type of BOT in any game? Are you playing your game or paying money to have someone/something play it for you? Me, personally, I have issue with anyone that choses to BOT for any reason. But maybe thats just me.

     

    You've got the wrong definition of a power leveler.  Never heard anyone define the term like that.  Typically hardcore refers to someone's playtime (especially when you use terms like casual to compare it too) when talking about a gamer specifically.  Power leveler is the playstyle of the person.  Sometimes it's refered to as achiever.  It's someone who levels as fast as possible.  There really isn't much else to it.  I consider myself a power leveler, but I've never botted or paid someone (or even LET someone) level my accounts before.

    Yes, I know how these factory like farms (which typically operate in Asian countries) are setup.  I also know quite a bit about programming and how bots operate.  Bots nowadays are programmed with some pretty advanced AI, able to replicate and use things like A* pathfinding and logic.  You can setup them up to simply repeat patterns, or to differentate slightly when things come up.  A lot of times data is collected via pixel searches and such.  These people who are in charge of operating 5-10 computers are only around for two things:  1.  To make sure the bot AI doesn't go out of loop and cause a problem, such as being stuck on a wall (something you'll often see happen to a bot).  2.  To respond to GM tells inquiring about their botting.  So again, it's not really a hinderance, especially considering how easy it is to switch classes within the game (2 macros).  They probably have bot AI setup for all classes anyway and if they don't they can give a bot a bit of "pattern memory" (not sure how best to describe this) to begin working by itself with that class.

    Also, I'm sorry if I'm not explaining this well.  You don't seem to understand what I mean.  I do admittly have trouble explaining my points well sometimes.  The bots will be on the same level of progression as other "power levelers" (or hardcore gamers if you prefer that term) because they are running on 24/7.  Thus, it won't be a matter of them having to catch up to whatever the endgame is, because they are already at the endgame where the best drops technically exist.  Even if they did spring ahead or get left behind, there won't be enough higher level players to support an increase in drops and drop value (since there won't be a need for high level crafting mats and gear), and they are probably off sticking at the average player level of farming anyway.  It's a bit of economics, which I think most of the gold farming companies understand.  When they do finally reach the max level, they'll do so before the majority of the average player base anyway, and they'll be happily farming away at that point on max level, once it starts becoming the most profitable portion of the game.

  • knapleknaple Member UncommonPosts: 56

    I don't know what everyone is whining about, It is about time someone comes out with a game that is not completely easy to level. All mmos now are all about making it easy for players to reach the end, but why not have the feeling of accomplishment when you reach the end. I am a fan of end game content but getting there shouldn't be super easy. The system that they have now will work and I think people will end up enjoying it. We should all just be glad that this isn't going to be just another wow clone that will end up being a waste of time. I am so tired of games that there just doesn't seem like an end to the questing. I am not a fan of tedious mob grinding but I think there will be other options of the game to explore that will keep the game exciting and I think that is what SE wants to accomplish.

    ~Knaple~

  • DerWotanDerWotan Member Posts: 1,012

    knaple think off it that way:

    Imagine you like crafting all day at some point the fatigue system is saying "you've crafted enough therefore you won't gain xp for doing so" -->they are dictating you what to do and that just plain right sucks.

     

    Who the fuck are they telling me WHAT and HOW LONG I can do it. They want my money but don't  want me to power level my way to the top? I mean, seriously  this won't end well for SE.

     

    We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!

    "Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
    "Then maybe MMORPGs aren't for you."

  • birdycephonbirdycephon Member UncommonPosts: 1,314

    Lmao, god forbid you go do something that's not play XIV all day.

  • KaocanKaocan Member UncommonPosts: 1,270

    Originally posted by Magnum2103

     

    You've got the wrong definition of a power leveler.  Never heard anyone define the term like that.  Typically hardcore refers to someone's playtime (especially when you use terms like casual to compare it too) when talking about a gamer specifically.  Power leveler is the playstyle of the person.  Sometimes it's refered to as achiever.  It's someone who levels as fast as possible.  There really isn't much else to it.  I consider myself a power leveler, but I've never botted or paid someone (or even LET someone) level my accounts before.

    Yes, I know how these factory like farms (which typically operate in Asian countries) are setup.  I also know quite a bit about programming and how bots operate.  Bots nowadays are programmed with some pretty advanced AI, able to replicate and use things like A* pathfinding and logic.  You can setup them up to simply repeat patterns, or to differentate slightly when things come up.  A lot of times data is collected via pixel searches and such.  These people who are in charge of operating 5-10 computers are only around for two things:  1.  To make sure the bot AI doesn't go out of loop and cause a problem, such as being stuck on a wall (something you'll often see happen to a bot).  2.  To respond to GM tells inquiring about their botting.  So again, it's not really a hinderance, especially considering how easy it is to switch classes within the game (2 macros).  They probably have bot AI setup for all classes anyway and if they don't they can give a bot a bit of "pattern memory" (not sure how best to describe this) to begin working by itself with that class.

    Also, I'm sorry if I'm not explaining this well.  You don't seem to understand what I mean.  I do admittly have trouble explaining my points well sometimes.  The bots will be on the same level of progression as other "power levelers" (or hardcore gamers if you prefer that term) because they are running on 24/7.  Thus, it won't be a matter of them having to catch up to whatever the endgame is, because they are already at the endgame where the best drops technically exist.  Even if they did spring ahead or get left behind, there won't be enough higher level players to support an increase in drops and drop value (since there won't be a need for high level crafting mats and gear), and they are probably off sticking at the average player level of farming anyway.  It's a bit of economics, which I think most of the gold farming companies understand.  When they do finally reach the max level, they'll do so before the majority of the average player base anyway, and they'll be happily farming away at that point on max level, once it starts becoming the most profitable portion of the game.

     Sure, I see what your saying, and yeah lets agree that this system wont fix all things for everyone. But what it will do is fix some of them for some of us.

    Personally I dont see this effecting me at all. I plan on playing mostly as a crafter first, adventurer second, and combatant only when needed. And the surplus system only kicks in if you in one 'class' for an extended period of time. So here is my normal day to day so you can see my point. I head to do a couple quests and get a couple drops for my crafting, whatever one, doesn't matter - I'll work on whichever craft I get mats for right. While I'm out hunting I see a node or two I can collect from, so I switch from my pugalist to miner, back to puegalist, to fishing for a bit (ran into some water that looked good), back to puegalist for a bit, seen ahnother node and switched to my miner again, back to puegalist, and oh look a tree I better chop that baby down too, oh and now I see someone about to die so I switch to my healer and pop a couple off to help them out....

    So really, if I'm actually 'playing' the game in the world, I'm not sticking with only ONE class long enough to even hit surplus, let alone make an issue of it. Now sure, if I was combatant first, adventurer second, and dont care at all for crafting, then I might...well no I wouldnt', because even if I wasn't going to craft I'ld still want to spend some time gathering to make some cash to support my habits. Even if I loved to team all the time, I doubt I'ld be teaming for 8 hours straight and not swap around at least once or twice to accommodatee the needs of the team.

    The entire concept that is being argued on this, that there are so many out there that will stick to ONLY one setup long enough to hit massive surplus, is in my opinion an exaggeration at best. The only way this should become a major issue is if people forget to interact with the world around them entirely and focus on grinding xp alone. And that is the entire point isnt it, to avoid making the game into an xp grind for the sake of grinding alone.

    (DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.)

  • LastChimeLastChime Member Posts: 107

    There may also be a future use planned for surplus xp/rank, who knows? It's beta until we at least see an RC (which I doubt we will prior to release), there's no real point gettin all up in a tizzy over any system and how it may/may not restrict consumer choice.

  • VryheidVryheid Member Posts: 469

    Not sure why people are getting upset about this. So what, you lose 10% or so on your EXP rewards. If you've been continuously moving up through monster classes, the boosts in total EXP will make up for whatever you've lost and then some. You're still going to be leveling up much faster than "casual" players. What this does mean is that you can't just sit in one spot and grind the same monsters for days on end. I think the FF XIV environment will be healthier as a whole because of this.

    If anything, the weaving/blacksmith EXP system is a far bigger problem in this game. I only manage to get crafting experience about a third of the time I actually succeed in making items, even when I use them in guildleves. There is nothing more frustrating than hunting down some NPC, spending 15 minutes crafting all of the necessary materials, and seeing the game randomly decide I should get absolutely no experience for it. Compare this to collectors/fighters, who get crafting experience every single time they use their skills. It makes the process of leveling up welding skills infuriatingly repetitive and gives battle oriented players a huge advantage when it comes to leveling up.

  • tu_uilwentu_uilwen Member Posts: 794

    Here is what I think is funny, one or 2 people that play a beta say, man wht a horrible sytem, and it has the power to to turn hundreds of thousands of people to say the same thing. Why because they have played and you have not?

    Why not wait for the game to come out so that you can try it for your self. It could be an interesting system that they have going. On top of that what do most of you do when you play a class for to long? You make a new character, so its pretty cool that you can change your class when ever you want.

     

    Also, one of the things that I think it is funny is......Do all of you people that say that its so bad, actually know that the XP system is not the only system in the game to worry about? WHat about graphics, gameplay, story? I mean what if the XP system was the best thing since sliced bread? but the game play was horrible?? I bet no one would even talk about it, then just talk bad about the game play.

     

    look at more aspects of the things to come before talking about a game and it being bad.

    ---------------------------------------------
    WoW
    -Rhalon 85 B.E. rogue
    -Rhalon 81 UD Mage
    -Doneski 85 Orc death knight

    "Everyones life has a beginning and an end, No one can change that."-Hiko
    "If you wish to taste the ground, then feel free to attack."-Kenshin Himura
    ---------------------------------------------
    image

  • whisperwyndwhisperwynd Member UncommonPosts: 1,668

    Originally posted by Magnum2103

    You've got the wrong definition of a power leveler.  Never heard anyone define the term like that.  Typically hardcore refers to someone's playtime (especially when you use terms like casual to compare it too) when talking about a gamer specifically.  Power leveler is the playstyle of the person.  Sometimes it's refered to as achiever.  It's someone who levels as fast as possible.  There really isn't much else to it.  I consider myself a power leveler, but I've never botted or paid someone (or even LET someone) level my accounts before.

     

    Actually, he has it right. May be an older term but right nevertheless. In EQ, PL-ing was using a high lvl toon to grind out xp for low lvl toons. Whole groups sometimes. 

    You can also go check any gold-selling site. They have power-leveling as a service where they lvl your toon for you.

    Just because you've never heard a definition for a certain word or term doesn't mean it isn't valid.  ;)

  • scythe99scythe99 Member Posts: 326

    From reading this I went from going to buy FF14, to avoiding it like the plague, I totally dispise systems that punish people for wanting to play, sure I can change jobs, but wiht my lifestyle I have 12-16 hours a day to play, so if I was to play each job for an hour, then what? I can't really do anything for 2-4 rl days? Not a smart way to go about it square. I do hope they change this, because this system is going to kill the game, or make it alot less successful than it could have been. If the game was free to play i'd not really complain but if they gonna charge me 13/month and then tell me I can only play for a few hours a day, they can shove this back up their ass from whence it came.

    "An MMORPG could be completely diffirent from WoW. Just look at games like Dofus, Wizard101 or EVE. But as it is, most of the Western MMOs are trying to succeed by out-WoWing WoW. It's like an army of 10 sports games made about same sports, and barely none about other sports. WoW clone is an accurate description of those games, it manages to convey much information with only two words."
    -Poster on mmorpg.com

    Rift: World of Warcraft clone #9321 Nothing special to see here move along.

  • AntipathyAntipathy Member UncommonPosts: 1,362

    Originally posted by scythe99

    From reading this I went from going to buy FF14, to avoiding it like the plague, I totally dispise systems that punish people for wanting to play, sure I can change jobs, but wiht my lifestyle I have 12-16 hours a day to play, so if I was to play each job for an hour, then what? I can't really do anything for 2-4 rl days? Not a smart way to go about it square. I do hope they change this, because this system is going to kill the game, or make it alot less successful than it could have been. If the game was free to play i'd not really complain but if they gonna charge me 13/month and then tell me I can only play for a few hours a day, they can shove this back up their ass from whence it came.

     

    Guys - don't get form opinions from reading this thread. Honestly. There's a lot of misinformation and half formed guesses in it, and people (like the above poster) are coming to the wrong conclusions because of it.

    It's suggest checking out the thread on the matter at http://www.ffxivcore.com/topic/11704-surplus-experience-just-a-discussion/

    They've done some experimenting and compared notes over there, and come up with a few tentative conclusions as to how the system works. I'll explain my understanding of their conclusions, but you can probably get a better view by going to look at the thread first hand (rather than relying on second hand rumours like most people here).

    My understanding...

    The surplus XP system has nothing whatsoever to do with rested XP. So if you go away and leave your character for a week, then it will still be there. This is why the previous posters comments are incorrect.

    Instead, it seems to be a system for ensuring some sort of match between your different types of level.

    So if your physical level is way below your class level (e.g. because you've just picked a new class), then your physical level will get loads of fatigue and won't go up much.

    There's also some sort of element to it that forces you to do at least some levelling with more than one class. So if you only play an Archer, and keep advancing it, then eventually you will get surplus on your Archer level, until you spend some time on another class.

    From what I've heard, if you only play one class, surplus seems to only kick in when you reach roughly level 14. If you continue to play that class, then it can get quite serious by the time you reach level 19. So unless you're levelling really really fast, you're unlikely to go from no surplus to 90% surplus in one play session.

  • VxarVxar Member Posts: 58

    Did anyone stop to think that maybe, just MAYBE, this surplus thing isn't a form of punishment, and instead of SE's clever way of pacing the leveling experience based on your play style?

     

     If you're a casual, you'll get to max level faster, but it'll take you a long time to do so due to how little you'll play as a casual.

     

    If you're "hardcore" then you'll be playing more but at a slower pace, so you'll still take a long time to hit max level.

     

    If you're looking for a game where you can just fly through to max level, go look elsewhere.  The whole point of this game is to give you a long lasting adventure, not grind to max level and grind on the first raid content until they release Icecrown Citadel, purely so you can have some over-sized shoulder items that look ridiculous.  If you want speedy content with instant gratification, go look elsewhere.  If you want a story that doesn't burn you out in a month, because instead of hitting max level, you still have goals to complete, then FFXIV is your game.

     

    Until then, quit crying about the surplus thing, and look for a new topic to complain about.  It is a new week, after all.

  • RobokappRobokapp Member RarePosts: 6,163

    but hardcores don't want to be paced at casual pace...why are they?

    image

  • AntipathyAntipathy Member UncommonPosts: 1,362
    Originally posted by Robokapp

    but hardcores don't want to be paced at casual pace...why are they?

     

    They aren't. You are misinformed. Reports from Beta indicate that the surplus system is related to relative levels of your classes. It has nothing to do with how many hours people play.

    Regardless, complaining about surplus is basically complaining about numbers in a beta. Numbers are easy for developers to change, and could be very different in live. At this stage, it makes a lot more sense to judge the game by things like gameplay and graphics

  • TotemthumperTotemthumper Member UncommonPosts: 23

    Originally posted by Vxar

    Did anyone stop to think that maybe, just MAYBE, this surplus thing isn't a form of punishment, and instead of SE's clever way of pacing the leveling experience based on your play style?

     

     If you're a casual, you'll get to max level faster, but it'll take you a long time to do so due to how little you'll play as a casual.

     

    If you're "hardcore" then you'll be playing more but at a slower pace, so you'll still take a long time to hit max level.

     

    If you're looking for a game where you can just fly through to max level, go look elsewhere.  The whole point of this game is to give you a long lasting adventure, not grind to max level and grind on the first raid content until they release Icecrown Citadel, purely so you can have some over-sized shoulder items that look ridiculous.  If you want speedy content with instant gratification, go look elsewhere.  If you want a story that doesn't burn you out in a month, because instead of hitting max level, you still have goals to complete, then FFXIV is your game.

     

    Until then, quit crying about the surplus thing, and look for a new topic to complain about.  It is a new week, after all.

     

    This is not a issue of who can level faster this to me is more of an issue someone pays to play your game and your going to tell them how they can play when they can play how long they can play. In a maket place with little to no competition this might work in a market flooded with games good and bad I think the marketplace will decide the outcome.what bugs me the most and i am sure someone wrote about it in these pages somewhere you work all week and finally got a day off work and plan on hitting it hard for your 1 day off. your up @ 7am you log on and by _____ AM time your barly getting exp anymore ?So now your force to do content with little to no reward? only to have to redo it or move on to harder content lacking the level or skills to make it fun ?

  • SonikFlashSonikFlash Member UncommonPosts: 561

    SE should run for president the sheer genius of this move matches the current and last president


  • RidrithRidrith Member RarePosts: 554

    Tell us about the “fatigue” and “dormancy” systems please.

    We wanted to introduce a system to reward players who don’t have a lot of time to play. Maybe it looks as though we are placing long playing users at a disadvantage, but the idea is really to let play for short periods be viable.

    Won’t that cause some concern amongst players who play for longer?

    We want these players to try different classes. If you change class the fatigue doesn’t affect you, so you could try non-combat classes as well. You actually have more play choices now as you can make more characters.

    “Some concern” may be a colossal understatement if early reports of just how draconian the limits are turn out to be correct:

    Fatigue goes up to about 50% in 2 hours, and it takes 2 days to go down! So, if you play 4 hours you have to stop playing completely for 2 days!

    WHAT!?

    Only 1 hour a day!

    What’s really amazing is that you have to pay a monthly subscription for this…

    They can’t get away with this on a subscription game. They’ll be sued!

    So you get bonuses for staying logged out – the servers are going to be nice and quiet, aren’t they!

    More on the “dormancy” system:

    Recovery takes time.

    2 hours of combat or 1 hour of craft will induce “dormancy.”

    The dormancy is actually shared over different characters.

    It will decrease gains to 0% in the end.

    It seems to be proportional to the amount of XP you earn.

    Both light and heavy player are going to weep...

     

     

     

    (LOLOLOLOLOLOLOL)  Final Fantasy 14 is already a dead game, how pathetic.


  • XavierxxXavierxx Member Posts: 251

    This is what I found;

    http://www.sankakucomplex.com/2010/08/24/final-fantasy-xiv-players-only-allowed-1-hour-a-day/

    I hate this system too. If it isn't removed, or atleast adjusted I'm not going to boycott the game or anything. I'll still play it and switch weapons once there is no more xp gain.

  • fistormfistorm Member UncommonPosts: 868

    Wow. I cant beleive this is real. If it is, I'm going to have to think really hard on canceling my pre orders of collectors and standard, after FFXI wouldnt reward you for hours of camping I figured they would make it much easier for hardcore players to advance, but not only can you not advance fast enough now, your going to get penalized for trying to xp for more then two hours a day?

     

    Unbelievable this would be put into a game...

     

    This is going to be a problem with me....

     

    /em <Light in crystal has faded.>

  • AntipathyAntipathy Member UncommonPosts: 1,362

    Originally posted by Xavierxx

    This is what I found;
    http://www.sankakucomplex.com/2010/08/24/final-fantasy-xiv-players-only-allowed-1-hour-a-day/
    I hate this system too. If it isn't removed, or atleast adjusted I'm not going to boycott the game or anything. I'll still play it and switch weapons once there is no more xp gain.

     

    Have you actually tried the system? Because I haven't heard any similar claims from anyone who's actually played the beta.

    Or are you basing your hatred entirely on second hand rumour, lies and fearmongering?

    Calm down people. Let's not get too emotional until we have some solid facts in front of us.

  • XzenXzen Member UncommonPosts: 2,607

    Originally posted by Ridrith

    Fatigue goes up to about 50% in 2 hours, and it takes 2 days to go down! So, if you play 4 hours you have to stop playing completely for 2 days!

    WHAT!?

    Only 1 hour a day!

    What’s really amazing is that you have to pay a monthly subscription for this…

    They can’t get away with this on a subscription game. They’ll be sued!

    So you get bonuses for staying logged out – the servers are going to be nice and quiet, aren’t they!

    More on the “dormancy” system:

    Recovery takes time.

    2 hours of combat or 1 hour of craft will induce “dormancy.”

    The dormancy is actually shared over different characters.

    It will decrease gains to 0% in the end.

    It seems to be proportional to the amount of XP you earn.

    Both light and heavy player are going to weep...

     

     

     

    (LOLOLOLOLOLOLOL)  Final Fantasy 14 is already a dead game, how pathetic.

    Really? Up to 50% after 2 hrs and takes 2 days to go down? I've played for several hours straight grinding and running Guildleves and only ever got up to about 9 surplus xp for 150+ xp gained... Also that surplus was gone the next day and didn't come back for several hours....

    I'm calling BS on this one....

  • LeucentLeucent Member Posts: 2,371

    People are still crying about this. Play it or deal with it, it s not a big deal at all.

  • KcebEnyawKcebEnyaw Member Posts: 29

    Yeah this whole thread is BS. I play the beta for hours at a time on a single class and have not seen any reduction in my XP or SP. i think people are just stupid and they continue to fight the same enemies long after they have become to weak to be worth while. When i first start I average 150-350 SP and 400-700 xp depending on the mob. 8 hours later I and much higher level and the new mobs give athe same level of xp.

  • KhrymsonKhrymson Member UncommonPosts: 3,090

    Originally posted by Xzen

    Originally posted by Ridrith



    Fatigue goes up to about 50% in 2 hours, and it takes 2 days to go down! So, if you play 4 hours you have to stop playing completely for 2 days!

    WHAT!?

    Only 1 hour a day!

    What’s really amazing is that you have to pay a monthly subscription for this…

    They can’t get away with this on a subscription game. They’ll be sued!

    So you get bonuses for staying logged out – the servers are going to be nice and quiet, aren’t they!

    More on the “dormancy” system:

    Recovery takes time.

    2 hours of combat or 1 hour of craft will induce “dormancy.”

    The dormancy is actually shared over different characters.

    It will decrease gains to 0% in the end.

    It seems to be proportional to the amount of XP you earn.

    Both light and heavy player are going to weep...

     

     

     

    (LOLOLOLOLOLOLOL)  Final Fantasy 14 is already a dead game, how pathetic.

    Really? Up to 50% after 2 hrs and takes 2 days to go down? I've played for several hours straight grinding and running Guildleves and only ever got up to about 9 surplus xp for 150+ xp gained... Also that surplus was gone the next day and didn't come back for several hours....

    I'm calling BS on this one....

    Definitely, this is just another case of the bitchy whiners extremely overexaggerating a feature to make it look as worse as possible when its nothing at all as they are claiming it to be.  I too have personally ran around fighting mobs non-stop on one class for over 4hrs and was still gaining plenty of XP.

    Another thing to consider is that this suplus system may be something we're building up, toward another feature not yet revealed.  SE are known well for having many very deep and involving systems in all their content features, just look at all the thing you can do in XI that build on each other.

  • bingo69bingo69 Member UncommonPosts: 195

    Guesss the only thing to do is wait for Open beta, if there's no open ebta for everyone I'm not gonna pre-order and buy the game simple as that. If this is in any way able to intterupt with the fun i could have playing X class ince i hate Y class then so be it, I won't bother playing lol.

     

    Anyhow, from beta tester here, how dire is the situation on this mechanic? How long can you play a single class until this crap appear and how long it take to refresh.

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