They made their first mmo without knowing it would be labeled as hardcore because they made their mmo with JAPANESE players in mind. Which is totally different in culture, playing habits and acceptance of something different.
Now their making a second mmo (Not for western taste) but for casual JAPANESE players with some western influences. Its like going to a Burger King, KFC or Mickey D's in Japan......I can bet you'd find a totally different experince with food, atmosphere and service. Just because it has a similar name doesn't mean it's gonna cater to you.
It's pretty much the same. Except Japan has shaka-shaka chicken, which is amazing, and the milkshakes are stupidly expensive.
Whooosh... the sound of his point going right over your head, apparently.
Crackle. The sound of my sarcastic post that woooooshed above your head.
Edit: Let me make it clearer for you. I was pointing out that one should compare two things with something they have knowledge of. He assumed fast food chains were different in Japan compared to the US. They mostly are not, which makes his arguement moot. He should of compared it to something he has relative knowledge about to back up his arguement further.
There we go.
Now there you go assuming. You're assuming I know nothing about a Japanese McDonald's while at the same time assuming you know everything about me. MY oldest daughter's godmother Satomi Wakabayashi is Japanese and she regularly makes trips back there so we talk about cultural differences between the US, Japan and Africa (where her husband Simon is from). I also have a cousin that does part-time voice acting and has done work for Square-Enix before. She also visits Japan and we share stories about her work as well. Go on look her up: Xanthe Huynh
So don't go assume you know me when you know absolutely nothing about me....and my point stands....even familar brands are marketed differently for different cultures. Not everthing is geared for western taste.....
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I just had a thought. Don't all level-based games eventually pull this trick on you?
You're doin' your thing, questing or grinding or whatever, and then a SFX sounds and the game shouts "STOP! You've done enough progression that way. You can't ever use that familiar mode of advancing your character again. Not just for the rest of the day, not just until you spend several hours doing something else. From this moment on, your career of using that method of character advancement (on this character) is irrevocably taken away."
You have hit the level cap.
Is this not exactly what we've been discussing here? The game designers decided that after spending hundreds of hours of game time killing mobs for XP, you shouldn't be able to anymore. You've become accustomed to increase your level and acquiring new skills, meeting the requirements for better equipment, and gaining access to new areas. Anything you did that granted XP allowed you to progress down this path. But by instituting a cap, the designers say "You can't play your way anymore. You may only progress by doing endgame content. The only measure of your advancement now is the quality of your gear."
They don't have to do this. There is no need for a limitation that stops you from continuing to gain experience and level up indefinitely, fighting against mobs that continuously scale up to match your level, acquiring algorithmically scaled-up items and spells (Aeroga XXIII). Instead, they award you with no progression whatsoever for doing the activities you liked to do. Not 10%, but 0. Not for a day or two, but forever. Every MMO in existence does this.
I just had a thought. Don't all level-based games eventually pull this trick on you?
You're doin' your thing, questing or grinding or whatever, and then a SFX sounds and the game shouts "STOP! You've done enough progression that way. You can't ever use that familiar mode of advancing your character again. Not just for the rest of the day, not just until you spend several hours doing something else. From this moment on, your career of using that method of character advancement (on this character) is irrevocably taken away."
You have hit the level cap.
Is this not exactly what we've been discussing here? The game designers decided that after spending hundreds of hours of game time killing mobs for XP, you shouldn't be able to anymore. You've become accustomed to increase your level and acquiring new skills, meeting the requirements for better equipment, and gaining access to new areas. Anything you did that granted XP allowed you to progress down this path. But by instituting a cap, the designers say "You can't play your way anymore. You may only progress by doing endgame content. The only measure of your advancement now is the quality of your gear."
They don't have to do this. There is no need for a limitation that stops you from continuing to gain experience and level up indefinitely, fighting against mobs that continuously scale up to match your level, acquiring algorithmically scaled-up items and spells (Aeroga XXIII). Instead, they award you with no progression whatsoever for doing the activities you liked to do. Not 10%, but 0. Not for a day or two, but forever. Every MMO in existence does this.
I still believe it's different than an end game (or near end game) level cap, and it's different from getting no exp for killing mobs that are too far below your level (this last is a MMORPG standard). RE: the 'end game' level cap issue there's just no-way you can advance until the developer adds content beyond the current 'end game'. That's not the case with the cap we are discussing here, as you could be nowhere near end game levels, and still have plenty of content to play thorugh and levels left to attain. This, in my opinion, is the difference between a true 'end game level cap' and what SE is implementing.
I am going to wait and see how this game is before I buy it. Not buying it at launch. I have read a lot of things I am unhappy with. I don't think I like this idea either but am willing to give it the benefit of the doubt and wait and see what the masses have to say once it is launched. I think though that coupled with the grinding and other aspects others have touched on ,this aspect is just going to raise the tedium factor higher.
Lets say for the sake of argument that FFXIV is trying to be a little different, that it is indeed trying to make the journey more important than arriving. Lets also say that unlike most games there is a significant reasons to encourage/force players to explore other classes rather than power level their static class. Since both of these are going to be true at launch, with little to no end game available, this argument shouldn't be too hard a stretch. I would also propose that developers have a vested interest in discouraging game play they don't want to occur. In this case I would argue that they are simply a different type of game and they are discouraging a type of play that may not be appropriate to this game. If power leveling isn't appropriate to the game, then encouraging people not to do it might not be enough, it might actually require some kind of penalty. One final argument, and frankly I think this one might be the strongest. Out of the gate games should be far more conservative than they have been lately about character progression. Far better to err on the side of caution in a new game and make the leveling process slow and longer, and then speed it up if needed. In a new game people are far less likely to notice or care that leveling is a grind than they are later on in a game's life span. To keep people from leveling to cap within a week of a games launch, or less and then going "now what?" followed quickly by, well the usual crap gamers do when they get even the slightest excuse, I think that's worth a little... preemptive punishment?
The penalty won't be enough to discourage me into cancelling my CE, and I assume other FF fans.
I absolutely love Final Fantasy and the world in beta has shown me they managed to recapture that feel. The UI, group schemes and exp penalties are new and not to my liking but I'm sure I will get used to them. Personally, I'd just rather have the steep death penalty again instead of this surplus garbage, but a lot of casual people didn't like that so I understand why that's not severe this time around.
I just think it's very bad to punish people out of the gate, as you say, with the penalty. There are going to be a lot of people who are trying it for the first time and wondering why they can't get any decent exp.
When that is finally explained to them and they are actually PAYING at that time unlike now in beta, it could very well mean severe consequences.
Personally, I already know how to get around the severe penalty if it's this steep.. I will just make an alternate toon. One for melee jobs, one for caster jobs. When I hit this wall again, I'll just log out and onto the other one and continue.
Kind of breaks the immersion and I hate that I can't do it all on one toon again, but if thats is the alternative SE has left me this time I will take it. I prefer to not craft this time around and want to focus on adventuring. I don't like SE telling me "NO", go craft or cut down some trees instead of exploring more.
I guess the shitstorm wouldbe a lot less, if SE hid their intentions behind the words "To prevent botting..."
I am not sure how this prevents botting. If anything,it helps them more than a real player.
A goldseller will turn on a bot in an area and leave. The company behind the bot doesn't care what level the bot is because the thing is pretty much running 24/7 collecting drops.
The bot will simply kill right though 0 exp and then they will turn in their loot to be sold for gold, which is what they are after anyways. I would think goldsellers/botters would love this idea.
Real people farming for mats would be the ones affected because they can't grind for 8 hours straight as they will hit the wall and never progress.
Now what they should do, is create an in-game cash shop and allow players to purchase say....a scroll that will get rid of the XP loss. That would be EPIC!
YEah problem with this is I am very casual in that I can't play sometimes Mon-Fri...but then I'll hit up 20 hours on the weekend. That makes this a prett big punishment vs. if I was able to get an hour a day in.
Disclaimer: This is not a troll post and is not here to promote any negative energy. Although this may be a criticism, it is not meant to offend anyone. If a moderator feels the post is inappropriate, please remove it immediately before it is subject to consideration for a warning. Thank you.
People complain that developers don't ever do anything new and then when they do the same people complain about it not being the same as they are used to or want.
Doing this stops the game from being a race to the top which people may not like but does have the potential to make for a better community.
1) I just think it's very bad to punish people out of the gate, as you say, with the penalty. There are going to be a lot of people who are trying it for the first time and wondering why they can't get any decent exp. When that is finally explained to them and they are actually PAYING at that time unlike now in beta, it could very well mean severe consequences.
2) Personally, I already know how to get around the severe penalty if it's this steep.. I will just make an alternate toon. One for melee jobs, one for caster jobs. When I hit this wall again, I'll just log out and onto the other one and continue. Kind of breaks the immersion and I hate that I can't do it all on one toon again, but if thats is the alternative SE has left me this time I will take it. I prefer to not craft this time around and want to focus on adventuring. I don't like SE telling me "NO", go craft or cut down some trees instead of exploring more.
1) I kind doubt anyone who is going to play that hardcore is going to be such a noob they can't figure it out. This strikes me more of a way to bring veterans down to the casual level forcibly, rather than always having casuals at the back of the bus. If they are that much of a noob the decreasing experience is not terribly likely to be a huge deterant given that they'll probably be playing in smaller increments. Also, noobs are less likely to freak out about an unusual game mechanic simply because they have no field of comparison, again its only the veterans who think the sky is falling.
2) From what I understand the fatigue system is limited by weapon, which is how job switching is done. I'm not sure why you can't do it all on one character? When you've fatigued out your primary weapon then you switch to another one, and thus another job, its not the character itself that can no longer gain xp. Honestly a lot of the jobs are going to be fairly similar and have a lot of cross over skills, again, its probably not as huge a deal as everyone would like to make it seem. There's how many melee jobs? 2-3 hours a pop probably gives you ten hours a day just cycling through a few of them. Magic users might find themselves more frustrated... only 2 jobs at launch?
Rested wasn't the same because without rested experience you weren't getting 10 freaking percent of the full 100 you would if you had no surplus at the time. As it stands, surplus can get to like 90 or even 100% xp loss. THAT'S 0 XP GAIN PER KILL. It also does NOT go away quickly. It needs to be changed, tweaked, then ran over with a truck before the calculations are there to not completely screw you over for days at a time and SE is demonstrating a hard head for changing stuff at this point putting half of it off until after release.
game needs balancing still right now it is alil much
I think the way SE is looking at is once you do build up this penalty leveling say..a gladiator for 5-8 hours nonstop, then you can still "progress" your overall character by switching to a marauder and leveling/gaining abilities out of that class. Not to mention your character level isn't effected by this penalty to my understanding.
When you go back to play as a glad, you now have more skills to use from the marauder skill set you can swap in, such as "defender" which is rather useful for a gladiator who plans on tanking, thus overall you've still progressed in a sense.
I'm not sure on my overall feelings on this, I don't really see it as the sort of thing effecting me much depending on how long/how much exp gained while playing will this fatigue thing kick in. However, I think players don't like the idea that SE is heavily discouraging them from leveling strictly one skill class at a time or for an long period of time.
For me, it really depends exactly how far/long can you level a particular skill until this kicks in and how long until it cools down, which I don't see a solid answer in the interview for yet. (Very unlikely it'll be the same as beta, as exp gain is heavily multiplied atm)
I hope it's removed,im not paying for a game with monthly fees with limited game time.
WTF is SE thinking?
It's not limited game time, that would be like the game cutting you off after "x amount of hours." and not letting you back in.
It just heavily encourages you to multiclass as I understand it, focusing on one over long periods of time will decrease exp gain by 5-10% increasingly the longer you play after it kicks in.
I think this is a great idea. In fact I had the same idea and wondered how well it will work out.
but whats this? Everyone here seems to be complaining? Does that mean everyone complaining likes to grind for hours and hours instead of doing more than just killing? hm
Wow, I never cease to be amazed by what people will complain about. Depending on how they balance it (and I have no doubt it will be atleast tweaked before release), this sounds almost exactly like the rested exp mechanic from WoW. It was amazing how much nerdrage this generated when Blizzard first announced the device, and yet now it is extremely popular in the industry, with many games copying the exact same mechanic.
But wait! In WoW you arent penalized for grinding, they just reward the people who play less. Newsflash folks, its the exact same thing. Rested experience was simply the normal amount, and they set the previous normal to 50%. A simple Blizzard mind trick, if you will, but it is amazing what a difference it made in perception.
+1 for being the most intelligent person in the room.
I hope it's removed,im not paying for a game with monthly fees with limited game time.
WTF is SE thinking?
It's not limited game time, that would be like the game cutting you off after "x amount of hours." and not letting you back in.
It just heavily encourages you to multiclass as I understand it, focusing on one over long periods of time will decrease exp gain by 5-10% increasingly the longer you play after it kicks in.
I want to play with my conjurer anytime i want,heal players and do quests,whats to point in that if i cant lvl up?
Oh,and the joy of lvling up a second class,doing the same quests,killing the same mobs,in the same area!.
I hope it's removed,im not paying for a game with monthly fees with limited game time.
WTF is SE thinking?
It's not limited game time, that would be like the game cutting you off after "x amount of hours." and not letting you back in.
It just heavily encourages you to multiclass as I understand it, focusing on one over long periods of time will decrease exp gain by 5-10% increasingly the longer you play after it kicks in.
I want to play with my conjurer anytime i want,heal players and do quests,whats to point in that if i cant lvl up?
Oh,and the joy of lvling up a second class,doing the same quests,killing the same mobs,in the same area!.
You can do this, exp is just slowly decreased overtime, lets say for example, doing this for over 5-6 hours. As I understand it you will still gain exp, just at a slower rate, which may or may not discourage you to switch to something else for awhile.
You could change to a thaumaturge, keep your healing/conjurer skills equipped, and still play as you would have if you were a conjurerer in this case. You will then however, get full exp towards thaumatergy rather the conjuration.
Depending on the cool down on the fatigue, lets say 30m-1h, you could switch back to a conjurer shortly after, but the problem with this is we don't know how long the cool down or activation on the exp penalty is at this point.
To your original post though, I was mainly just trying to show you the difference between "limited game time" and an XP penalty, there is a massive difference between the two.
If it applies to everyone, then what is the problem? In other words, if the rate of XP gain is the same for everyone, under identical circumstances, then what difference does it make? XP has no "real" value, it's whatever the game says it is, and if it's the same across the board, then how are you being penalized?
I posted this earlier in the thread, but it got buried, and I don' think anyone got my point.
What you need to remember, is that experience points do not "belong" to you. You are not somehow "owed" the experience points that you earn. They are simply an arbitrary number by which the game uses to represent your relative strength in a numerical, easy to read way. Experience points have NO real value beyond what the game says they have. Game designers do not purchase experience points mined from one of the moons of Jupiter, for distribution to MMO players as some form of payment. They can make it take whatever number of experience points, at whatever rate of gain they like, and it MAKES NO DIFFERENCE. A game with 50 levels, at 100 experience points per level, is the SAME as a game with 100 levels at 50 experience points per level. Liking one over the other is all in your head. Likewise, slowing down experience point gain after a certain time of play, is the same as simply making it take more overall points to reach the next level. The penalty is IN YOUR HEAD.
I hope it's removed,im not paying for a game with monthly fees with limited game time.
WTF is SE thinking?
It's not limited game time, that would be like the game cutting you off after "x amount of hours." and not letting you back in.
It just heavily encourages you to multiclass as I understand it, focusing on one over long periods of time will decrease exp gain by 5-10% increasingly the longer you play after it kicks in.
I want to play with my conjurer anytime i want,heal players and do quests,whats to point in that if i cant lvl up?
Oh,and the joy of lvling up a second class,doing the same quests,killing the same mobs,in the same area!.
This kind of thinking right here is why mmos are going down the tubes.....really now. Is that all mmos are about? I feel for this genre. So many vets, time surplus players are only concerned with leveling, leveling and more freakin leveling. This is a world created worth exploring BEFORE you hit the damn cap, but no one wants to do that. Everyone wants to rush or WaaAA "play the way I wanna play" that they miss out on actually taking their time to enjoy the journey.
If you keep thinking of these games as only leveling trendmills to run on with each release, then soon devs will forget about making the world you're suppoose to be a part of interesting and just make mmos about leveling only.....I'm sure 70% of the posters here would love that....
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
Comments
Now there you go assuming. You're assuming I know nothing about a Japanese McDonald's while at the same time assuming you know everything about me. MY oldest daughter's godmother Satomi Wakabayashi is Japanese and she regularly makes trips back there so we talk about cultural differences between the US, Japan and Africa (where her husband Simon is from). I also have a cousin that does part-time voice acting and has done work for Square-Enix before. She also visits Japan and we share stories about her work as well. Go on look her up: Xanthe Huynh
So don't go assume you know me when you know absolutely nothing about me....and my point stands....even familar brands are marketed differently for different cultures. Not everthing is geared for western taste.....
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I just had a thought. Don't all level-based games eventually pull this trick on you?
You're doin' your thing, questing or grinding or whatever, and then a SFX sounds and the game shouts "STOP! You've done enough progression that way. You can't ever use that familiar mode of advancing your character again. Not just for the rest of the day, not just until you spend several hours doing something else. From this moment on, your career of using that method of character advancement (on this character) is irrevocably taken away."
You have hit the level cap.
Is this not exactly what we've been discussing here? The game designers decided that after spending hundreds of hours of game time killing mobs for XP, you shouldn't be able to anymore. You've become accustomed to increase your level and acquiring new skills, meeting the requirements for better equipment, and gaining access to new areas. Anything you did that granted XP allowed you to progress down this path. But by instituting a cap, the designers say "You can't play your way anymore. You may only progress by doing endgame content. The only measure of your advancement now is the quality of your gear."
They don't have to do this. There is no need for a limitation that stops you from continuing to gain experience and level up indefinitely, fighting against mobs that continuously scale up to match your level, acquiring algorithmically scaled-up items and spells (Aeroga XXIII). Instead, they award you with no progression whatsoever for doing the activities you liked to do. Not 10%, but 0. Not for a day or two, but forever. Every MMO in existence does this.
I can't wait to have the healer in my party leave because he's not getting EXP anymore.
I still believe it's different than an end game (or near end game) level cap, and it's different from getting no exp for killing mobs that are too far below your level (this last is a MMORPG standard). RE: the 'end game' level cap issue there's just no-way you can advance until the developer adds content beyond the current 'end game'. That's not the case with the cap we are discussing here, as you could be nowhere near end game levels, and still have plenty of content to play thorugh and levels left to attain. This, in my opinion, is the difference between a true 'end game level cap' and what SE is implementing.
Aside of however in any game XP maybe used or given I am sure I am in every game happy without thrse kind of healers.
I am going to wait and see how this game is before I buy it. Not buying it at launch. I have read a lot of things I am unhappy with. I don't think I like this idea either but am willing to give it the benefit of the doubt and wait and see what the masses have to say once it is launched. I think though that coupled with the grinding and other aspects others have touched on ,this aspect is just going to raise the tedium factor higher.
The penalty won't be enough to discourage me into cancelling my CE, and I assume other FF fans.
I absolutely love Final Fantasy and the world in beta has shown me they managed to recapture that feel. The UI, group schemes and exp penalties are new and not to my liking but I'm sure I will get used to them. Personally, I'd just rather have the steep death penalty again instead of this surplus garbage, but a lot of casual people didn't like that so I understand why that's not severe this time around.
I just think it's very bad to punish people out of the gate, as you say, with the penalty. There are going to be a lot of people who are trying it for the first time and wondering why they can't get any decent exp.
When that is finally explained to them and they are actually PAYING at that time unlike now in beta, it could very well mean severe consequences.
Personally, I already know how to get around the severe penalty if it's this steep.. I will just make an alternate toon. One for melee jobs, one for caster jobs. When I hit this wall again, I'll just log out and onto the other one and continue.
Kind of breaks the immersion and I hate that I can't do it all on one toon again, but if thats is the alternative SE has left me this time I will take it. I prefer to not craft this time around and want to focus on adventuring. I don't like SE telling me "NO", go craft or cut down some trees instead of exploring more.
"TO MICHAEL!"
I am not sure how this prevents botting. If anything,it helps them more than a real player.
A goldseller will turn on a bot in an area and leave. The company behind the bot doesn't care what level the bot is because the thing is pretty much running 24/7 collecting drops.
The bot will simply kill right though 0 exp and then they will turn in their loot to be sold for gold, which is what they are after anyways. I would think goldsellers/botters would love this idea.
Real people farming for mats would be the ones affected because they can't grind for 8 hours straight as they will hit the wall and never progress.
"TO MICHAEL!"
Now what they should do, is create an in-game cash shop and allow players to purchase say....a scroll that will get rid of the XP loss. That would be EPIC!
"sigh" it sucks now to wait for somthing else...
"Negaholics are people who become addicted to negativity and self-doubt, they find fault in most things and never seem to be satisfied."
^MMORPG.com
YEah problem with this is I am very casual in that I can't play sometimes Mon-Fri...but then I'll hit up 20 hours on the weekend. That makes this a prett big punishment vs. if I was able to get an hour a day in.
Disclaimer: This is not a troll post and is not here to promote any negative energy. Although this may be a criticism, it is not meant to offend anyone. If a moderator feels the post is inappropriate, please remove it immediately before it is subject to consideration for a warning. Thank you.
People complain that developers don't ever do anything new and then when they do the same people complain about it not being the same as they are used to or want.
Doing this stops the game from being a race to the top which people may not like but does have the potential to make for a better community.
1) I kind doubt anyone who is going to play that hardcore is going to be such a noob they can't figure it out. This strikes me more of a way to bring veterans down to the casual level forcibly, rather than always having casuals at the back of the bus. If they are that much of a noob the decreasing experience is not terribly likely to be a huge deterant given that they'll probably be playing in smaller increments. Also, noobs are less likely to freak out about an unusual game mechanic simply because they have no field of comparison, again its only the veterans who think the sky is falling.
2) From what I understand the fatigue system is limited by weapon, which is how job switching is done. I'm not sure why you can't do it all on one character? When you've fatigued out your primary weapon then you switch to another one, and thus another job, its not the character itself that can no longer gain xp. Honestly a lot of the jobs are going to be fairly similar and have a lot of cross over skills, again, its probably not as huge a deal as everyone would like to make it seem. There's how many melee jobs? 2-3 hours a pop probably gives you ten hours a day just cycling through a few of them. Magic users might find themselves more frustrated... only 2 jobs at launch?
game needs balancing still right now it is alil much
your throingit under the bus during beta shame on people
Edit: Not worth waisting my time.
I am entitled to my opinions, misspellings, and grammatical errors.
I think the way SE is looking at is once you do build up this penalty leveling say..a gladiator for 5-8 hours nonstop, then you can still "progress" your overall character by switching to a marauder and leveling/gaining abilities out of that class. Not to mention your character level isn't effected by this penalty to my understanding.
When you go back to play as a glad, you now have more skills to use from the marauder skill set you can swap in, such as "defender" which is rather useful for a gladiator who plans on tanking, thus overall you've still progressed in a sense.
I'm not sure on my overall feelings on this, I don't really see it as the sort of thing effecting me much depending on how long/how much exp gained while playing will this fatigue thing kick in. However, I think players don't like the idea that SE is heavily discouraging them from leveling strictly one skill class at a time or for an long period of time.
For me, it really depends exactly how far/long can you level a particular skill until this kicks in and how long until it cools down, which I don't see a solid answer in the interview for yet. (Very unlikely it'll be the same as beta, as exp gain is heavily multiplied atm)
Guess we'll see.
Wow,i can't belive this.
I hope it's removed,im not paying for a game with monthly fees with limited game time.
WTF is SE thinking?
It's not limited game time, that would be like the game cutting you off after "x amount of hours." and not letting you back in.
It just heavily encourages you to multiclass as I understand it, focusing on one over long periods of time will decrease exp gain by 5-10% increasingly the longer you play after it kicks in.
I think this is a great idea. In fact I had the same idea and wondered how well it will work out.
but whats this? Everyone here seems to be complaining? Does that mean everyone complaining likes to grind for hours and hours instead of doing more than just killing? hm
+1 for being the most intelligent person in the room.
I want to play with my conjurer anytime i want,heal players and do quests,whats to point in that if i cant lvl up?
Oh,and the joy of lvling up a second class,doing the same quests,killing the same mobs,in the same area!.
You can do this, exp is just slowly decreased overtime, lets say for example, doing this for over 5-6 hours. As I understand it you will still gain exp, just at a slower rate, which may or may not discourage you to switch to something else for awhile.
You could change to a thaumaturge, keep your healing/conjurer skills equipped, and still play as you would have if you were a conjurerer in this case. You will then however, get full exp towards thaumatergy rather the conjuration.
Depending on the cool down on the fatigue, lets say 30m-1h, you could switch back to a conjurer shortly after, but the problem with this is we don't know how long the cool down or activation on the exp penalty is at this point.
To your original post though, I was mainly just trying to show you the difference between "limited game time" and an XP penalty, there is a massive difference between the two.
I posted this earlier in the thread, but it got buried, and I don' think anyone got my point.
What you need to remember, is that experience points do not "belong" to you. You are not somehow "owed" the experience points that you earn. They are simply an arbitrary number by which the game uses to represent your relative strength in a numerical, easy to read way. Experience points have NO real value beyond what the game says they have. Game designers do not purchase experience points mined from one of the moons of Jupiter, for distribution to MMO players as some form of payment. They can make it take whatever number of experience points, at whatever rate of gain they like, and it MAKES NO DIFFERENCE. A game with 50 levels, at 100 experience points per level, is the SAME as a game with 100 levels at 50 experience points per level. Liking one over the other is all in your head. Likewise, slowing down experience point gain after a certain time of play, is the same as simply making it take more overall points to reach the next level. The penalty is IN YOUR HEAD.
This kind of thinking right here is why mmos are going down the tubes.....really now. Is that all mmos are about? I feel for this genre. So many vets, time surplus players are only concerned with leveling, leveling and more freakin leveling. This is a world created worth exploring BEFORE you hit the damn cap, but no one wants to do that. Everyone wants to rush or WaaAA "play the way I wanna play" that they miss out on actually taking their time to enjoy the journey.
If you keep thinking of these games as only leveling trendmills to run on with each release, then soon devs will forget about making the world you're suppoose to be a part of interesting and just make mmos about leveling only.....I'm sure 70% of the posters here would love that....
"Small minds talk about people, average minds talk about events, great minds talk about ideas."