Probably the smartest way to play this game if you are 'hardcore' is to make three characters (and you get three slots at launch, I believe).
Week 1 starts: Max out the melee fighting class of your choice (melee/caster). Once you hit the class wall, switch over to your first melee subjob on this same toon. Max that out. Now you're probably hit the Physical level wall as well so it doesn't pay to level ANYTHING ELSE on this toon at all for the week. Park it.
Log out and switch to toon #2: Start a caster class if you like and max that out. When you hit the class wall, switch, rinse and repeat like toon #1 with the exception being this is all casting subjobs now. Hit the wall, log out and switch to toon #3.
Switch to toon #3: Start a gathering/crafting class toon and max that. Hit the wall, switch to subjob craft/gathering and max that.
If you do all of this in one week, you are truly hardcore. You may get tired (you will) of doing the same leves over and over but hey, you would have done that anyways if you were on one toon. Only thing is this way, you avoid being stuck once you max the job you like and you're always gaining max exp on anything you play.
Rinse/repeat to max level or w/e SE takes off or lessens the penalty (which they will do eventually)
It's still there to dictate how people play the game.
Yeah, there's a lot of things in any game that dictate how it is to be played. Obviously S-E doesn't want people logged in for 14 hours a day and is putting mechanisms in place to reduce that.
If that really bothers you, than by all means don't play it. Nobody is forcing you to play FFXIV. But the claims that it's "game breaking" are false. Maybe if you are a hard core player, it is a definite hinderance to that type of play style, but I'm sure there will be tens of thousands of people out there that won't even hit these caps in "surplus exp" or whatever and won't care.
Besides, you can still keep on trucking at normal XP for as long as you want, you just don't get the bonus. I still don't see anything to be so outraged over, at least, as outraged some people are around the net on various message boards. The general consensus seems to be that a lot of people actually like this system, because it allows them to keep up better with the hard core players.
What is wrong with being able to fully enjoy a game on a limited time frame? So the casuals get a "reward" for playing less often...big deal?
Bah I wanted to cut out the rest that's not pertinent but this editor is so full of fail.
Seriously man, read moar better, XP is JUST PHYSICAL LEVEL, SKILL IS WEAPON RANK, the two are completely seperate and have very little to do with each other, yes they are both restricted by the surplus system but they have 0 to do with one and other. Don't convolute it any more please.
Also every game dictates how to play to you, some just hide it better than others. If there were no rules or regulations we wouldn't call them games, we'd call them "I WIN"s.
Uh, yeah. I said they were different. But they are also connected, too.
There are two XP paths. You get Phys XP when you do anything. You level up Pugilist, you're gaining Phys Class XP.
If you level up the crafting, or gathering classes - you get Phys XP. They're connected - not seperate as you get Phys Class XP when you do anything for any Weapon Class, Gathering Class, or Crafting Class.
So in the end if you *do* switch Weapon/Gathering/Crafting class to dodge the surplus wall there - you're not dodging the Phys Class one. Sure, they're going to relax it so people don't hit it *as* fast - but that belays the point.
It's still there to begin with.
It's still there to dictate how people play the game.
It's an arbitrary system dedicated to controlling people and how they play the game. As in how long. I think it's stupid to have that sort of system in place - as people should be able to figure it out how long they play themselves. It's not SE's job to be responsible for people. They should do it themselves.
It's why I dislike it. It's basically insulting to people, in general.
No other game regulates how long you should play a week.
I agree - there are rules for games. That's the outline basis for how the game operates.. The surplus system isn't a rule for the game. It's not a mechanic *for* how the game works. It's a psychological mechanic that is there to control how long people play - or to change their mindset.
Point taken, it is however an important distinction to make that you won't always earn Phys XP and Skill for a given action, nor at the same rate.
A good example of this is starting a rank 1 class when your physical level is around 20ish, you will get jack for physical XP (well maybe 20 or 30) on "green" mobs, or starter synths , but you probably will see anywhere from 300-500 skill.
Probably the smartest way to play this game if you are 'hardcore' is to make three characters (and you get three slots at launch, I believe).
In retail you get one character slot and one retainter... you have to pay $3 a month extra for an Character slot and $1 for a extra retainter.
That would actually be the dumbest way to play the game. All 3 chars would have the same limit per class. The smart way is to not gimp yourself by leveling 1 class non stop. If you don't level a support class, and you don't gather or craft you will be broke and horribly gimp. All you have to do is spend some time not grinding and you are alright.
People are blowing this out of proportion or don't understand the system.
Originally posted by lornphoenix Originally posted by popinjay Probably the smartest way to play this game if you are 'hardcore' is to make three characters (and you get three slots at launch, I believe).
In retail you get one character slot and one retainter... you have to pay $3 a month extra for an Character slot and $1 for a extra retainter.
Eww... I hadn't paid attention to that.
I was looking at the three beta character slots they give you and thought that was the standard.
Disregard that strategy as you'd have to pay $6 additional to maximize that hardcore plan.
It's still there to dictate how people play the game.
Yeah, there's a lot of things in any game that dictate how it is to be played. Obviously S-E doesn't want people logged in for 14 hours a day and is putting mechanisms in place to reduce that.
If that really bothers you, than by all means don't play it. Nobody is forcing you to play FFXIV. But the claims that it's "game breaking" are false. Maybe if you are a hard core player, it is a definite hinderance to that type of play style, but I'm sure there will be tens of thousands of people out there that won't even hit these caps in "surplus exp" or whatever and won't care.
Besides, you can still keep on trucking at normal XP for as long as you want, you just don't get the bonus. I still don't see anything to be so outraged over, at least, as outraged some people are around the net on various message boards. The general consensus seems to be that a lot of people actually like this system, because it allows them to keep up better with the hard core players.
What is wrong with being able to fully enjoy a game on a limited time frame? So the casuals get a "reward" for playing less often...big deal?
The problem I have with it is this : It's still telling you how long you should or shouldn't play the game. I think you (and everyone else) is smart enough to figure out what is healthy or not time-wise in playing a game. I don't need a virtua-nanny telling me that. I find it rather condescending and insulting.
And here is the other misconception. It's not like WoW's system. You don't keep trucking at normal XP as long as you want. You get to the point where you get 0 XP.
That's right. You don't suddenly go from 200 to 100, then stay at 100.
You go from 200 to 100, gradually. Then from 100 to 0.
And you're right. I'm sure there will be a lot of folks who never see the 0 XP gains. I'm a casual player so it probably won't even affect me.
It's not the point that it won't affect me. It's the fact that SE is basically lying to people. It's not there to help casual gamers. It's there to mask the fact they don't have any end-game content ready and won't for months to come so they don't want people rushing to the end and not having anything to do then cancelling their subscription like most hardcore gamers do.
It's arbitrary, really.
It punishes everyone equally, regardless. There is no bonus XP.
It's just frontloaded XP that gradually dwindles to zero.
Switching to another character would give you no added benefit over simply switching your class to a class that will support your main so you aren't gimp. Even if you made a diff character you would be picking a diff class.
The only difference would be the physical level xp, and physical level is pretty much meaningless. It barely helps at all. The main stat is your rank with whatever your class is.
To be completely honest all of this has just gotten totally and quite likely needlessly confusing so I'm just going to wait until the game comes out and will see for myself how all this stuff works.
That would actually be the dumbest way to play the game. All 3 chars would have the same limit per class. The smart way is to not gimp yourself by leveling 1 class non stop. If you don't level a support class, and you don't gather or craft you will be broke and horribly gimp. All you have to do is spend some time not grinding and you are alright.
It's still there to dictate how people play the game.
Yeah, there's a lot of things in any game that dictate how it is to be played. Obviously S-E doesn't want people logged in for 14 hours a day and is putting mechanisms in place to reduce that.
If that really bothers you, than by all means don't play it. Nobody is forcing you to play FFXIV. But the claims that it's "game breaking" are false. Maybe if you are a hard core player, it is a definite hinderance to that type of play style, but I'm sure there will be tens of thousands of people out there that won't even hit these caps in "surplus exp" or whatever and won't care.
Besides, you can still keep on trucking at normal XP for as long as you want, you just don't get the bonus. I still don't see anything to be so outraged over, at least, as outraged some people are around the net on various message boards. The general consensus seems to be that a lot of people actually like this system, because it allows them to keep up better with the hard core players.
What is wrong with being able to fully enjoy a game on a limited time frame? So the casuals get a "reward" for playing less often...big deal?
The problem I have with it is this : It's still telling you how long you should or shouldn't play the game. I think you (and everyone else) is smart enough to figure out what is healthy or not time-wise in playing a game. I don't need a virtua-nanny telling me that. I find it rather condescending and insulting.
And here is the other misconception. It's not like WoW's system. You don't keep trucking at normal XP as long as you want. You get to the point where you get 0 XP.
That's right. You don't suddenly go from 200 to 100, then stay at 100.
You go from 200 to 100, gradually. Then from 100 to 0.
And you're right. I'm sure there will be a lot of folks who never see the 0 XP gains. I'm a casual player so it probably won't even affect me.
It's not the point that it won't affect me. It's the fact that SE is basically lying to people. It's not there to help casual gamers. It's there to mask the fact they don't have any end-game content ready and won't for months to come so they don't want people rushing to the end and not having anything to do then cancelling their subscription like most hardcore gamers do.
It's arbitrary, really.
It punishes everyone equally, regardless. There is no bonus XP.
It's just frontloaded XP that gradually dwindles to zero.
You were doing good up until you put your own BS lie in there.
"It's not the point that it won't affect me. It's the fact that SE is basically lying to people. It's not there to help casual gamers. It's there to mask the fact they don't have any end-game content ready and won't for months to come so they don't want people rushing to the end and not having anything to do then cancelling their subscription like most hardcore gamers do."
That would actually be the dumbest way to play the game. All 3 chars would have the same limit per class. The smart way is to not gimp yourself by leveling 1 class non stop. If you don't level a support class, and you don't gather or craft you will be broke and horribly gimp. All you have to do is spend some time not grinding and you are alright. People are blowing this out of proportion or don't understand the system.
Three different created toons wouldn't be gimp. I think you miread the idea. Let me try again:
#3 toon: STRICTLY craft/gather jobs. (name it Jarky)
Cooldowns would be different on each toon because even a hardcore player couldn't do 1-14 TWICE on one toon in one day. It would still take them about 2 days to max toon #1 (Starky)
Once they did, they'd log out and start on toon #2 (Farky) which would be perfectly clean for that week. Two more days of maxing this one, then they switch over to # (Jarky). They would all be on different starting days, so they would always be 'clear' because their "weeks" would start the minute they fight.
You didn't understand the concept.
But as it was pointed out to me the other slots would cost $3 so unless you are hardocre AND have $6 more, that wouldn't be for most people.
Point taken, it is however an important distinction to make that you won't always earn Phys XP and Skill for a given action, nor at the same rate.
A good example of this is starting a rank 1 class when your physical level is around 20ish, you will get jack for physical XP (well maybe 20 or 30) on "green" mobs, or starter synths , but you probably will see anywhere from 300-500 skill.
Right, you don't earn at the same rate - but the gradually decreasing XP rate still applies regardless. So where you did get 20-30, you'll end up getting 2-3, then eventually 0. Sure it might take a long time - but you'll get there eventually.
Also mon con is based on Wpn Skill rank, not Phys Level. So if that mob was Green to Rank 7, it's not probably going to be either yellow or red to a rank 1. And with other skills slotted to help you out, and decent armor - you can kill it. And still get high Phys XP.
Also with crafting - I got Phys XP everytime. Even if I didn't get crafting XP, I still got Phys XP. Also, gathering? I got crazy amounts of Phys XP when I actually gathered something and didn't fail. After a while it did start going down but I gained like 3 Phys Levels just levening Mining and Chopping. Far faster then if I'd leveled a combat class. >_<
So still. You get Phys XP from anything. Rate may vary, yes. I agree. But at some point you are going to hit the wall if you jump around Wpn/Gather/Craft classes.
You were doing good up until you put your own BS lie in there.
"It's not the point that it won't affect me. It's the fact that SE is basically lying to people. It's not there to help casual gamers. It's there to mask the fact they don't have any end-game content ready and won't for months to come so they don't want people rushing to the end and not having anything to do then cancelling their subscription like most hardcore gamers do."
Cut that out and you have a good post.
How is that a lie? SE doesn't have end-game content ready. They've said as much. Like most MMO launches - the end-game content comes in the form of patches later on. Same thing with FFXIV.
If you look at the system - it's not designed to reward Casual players. It's there to nerf hardcore players from reaching cap and getting to the end-game (where there isn't any content..) just like every other MMO that has come out.
I have a lot of hardcore gamer friends. They hit cap, then quit - and renew when something new comes out or an expansion. Me?
I see this system as it is. It's not a reward system. It's just as they said it is. It's a limiter system.
And here is the other misconception. It's not like WoW's system. You don't keep trucking at normal XP as long as you want. You get to the point where you get 0 XP.
That's right. You don't suddenly go from 200 to 100, then stay at 100.
You go from 200 to 100, gradually. Then from 100 to 0.
That's how it works right now. The game is stil in Beta, and they have admitted it is going to be adjusted upon launch.
I'm sure the fatigue system is gonna be ramped down quite a bit from how it is right now, but honestly, I think a lot of people are pissed that it's there at all. They want to grind to the end as fast as possible. S-E doesn;t want you to be able to do that. Whether they accomplish this through hard caps on job levels that get expanded over time like FFXI, or through a cap on exp gained per week, either way, it's capping the player base and acting as a brake to 20 hour grinding sessions.
I guess I just don't understand the extreme responses I'm seeing from a select few. All MMO's evolve, and FFXIV a year from now will be nothing like the Beta. I guess all I'm saying, and apparently S-E agrees, is be patient. Who knows how the system will function in the retail game? Nobody here, that's for sure.
If now what I'm reading (from the beta site) is right the whole surplus/fatigue isn't based off time, but SP for your class and XP for physically level.
They are limiting SP/XP to a certain amount each week, and not tme played.
the 8-15 hour thing is just a rough number they were using for average time it would take to hit threshold.
If now what I'm reading (from the beta site) is right the whole surplus/fatigue isn't based off time, but SP for your class and XP for physically level.
They are limiting SP/XP to a certain amount each week, and not tme played.
the 8-15 hour thing is just a rough number they were using for average time it would take to hit threshold.
Also, let's not forget they use the word "bonus points". These points are stored and they are looking into letting you spend them later. So, your time spending will probably not going anywhere since you can spend it later.
He got it wrong though. It's not a time limit. It's an actual amount of experience/skill points.
A dummy explaination for this system would be it's like a glass bottle with a hole at the bottom and a cap on top. You can put water into this bottle at your own speed as long as you don't exceed a maximum speed. If you pour in fast, you will fill this bottle up faster, if you do it slow, you fill it up slower. Meanwhile, the water still leaking through the hole in the bottom.
The maximum speed is control by the watermark. This bottle is divided evenly by 15 watermark. For the first 8 marks, you can fill the bottle at maximum speed. For the next 7 marks, your maximum speeed is reduced until the bottle is full and you can't fill in anymore.
Every week, they open the bottle and empty it.
Every class in the game has one bottle like this.
The physical level of the character has 1 separately and possibly much bigger bottle.
Not 100% on this, so was hoping someone could comment. I'm not in the beta but was talking to a friend who's been in beta 2 & 3. He was saying that the penalty was designed more to fight botting/powerleveling than hinder the normal player base.
"If you were to bot 24/7 you would only gain around 42 Hours of 100% experience for your Main Job per week instead of 168 hours."
If that is the case, I'm liking this system a lot more than I did yesterday.
Not 100% on this, so was hoping someone could comment. I'm not in the beta but was talking to a friend who's been in beta 2 & 3. He was saying that the penalty was designed more to fight botting/powerleveling than hinder the normal player base.
"If you were to bot 24/7 you would only gain around 42 Hours of 100% experience for your Main Job per week instead of 168 hours."
If that is the case, I'm liking this system a lot more than I did yesterday.
Me and my guildmates were suspecting something like that, they want to combat botting for sure, but that doesn't mean that we are going to see Retainers full of stacks of grinded items in very large quantities at some high prices...
See as many have posted above me on the updated status of the system it is a very fun and logical system. But it is also more than just a "keep everyone the same level" it guides you to be better at the game overall the more classes you level the more skills you get for your character which makes you a better use to the group this system just increases the want to level other classes therefore making everyone very useful I am amazed with this system and am very excited to see it in action LETS GO SEPT 22!
Games Waiting for: FF14, Tera Online, Blade and Soul, and Rift
I find it hilarious that so many people are thumbing up the idea of limiting XP. It's just mind boggling. It doesn't make you a better player. It's more skinner then skinner, really. It's negative reinforcement instead of positive. Hence it's gotten the amount of flak from the player base.
To use an analogy it'd be like this.
You go to a sandwhich shop and order a sandwhich. Pay for it. You get the sandwhich. You eat it.
Next day you go back and order another one. Pay for it. This time you get 90% of the sandwhich.
Next time, you get 80%, and so on.
Until you pay for the sandwhich and get 0%, cause gosh darnit. You just like our sandwhiches too much - but we'll take your money.
But that's okay. They make the sandwhich so they set the rules on how much you get, and how much you pay for it.
That's pretty much what a lot of the argument is for keeping the system.
I don't buy it. It's a crap system. It doesn't help Casual players out any, at all. It's just a limiter to keep people from rushing to the end. I say if they want to? Let them. The casual players they so much want to help out will be their lifeblood.
If they wanted to make people less angry they have to do but one thing.
Get rid of the part where at some point you get ZERO XP. If they did that? People wouldn't say anything.
Me? I just find it slightly condescending and insulting that they think they know how long you should play their game. Lol.
I find it hilarious that so many people are thumbing up the idea of limiting XP. It's just mind boggling. It doesn't make you a better player. It's more skinner then skinner, really. It's negative reinforcement instead of positive. Hence it's gotten the amount of flak from the player base.
To use an analogy it'd be like this.
You go to a sandwhich shop and order a sandwhich. Pay for it. You get the sandwhich. You eat it.
Next day you go back and order another one. Pay for it. This time you get 90% of the sandwhich.
Next time, you get 80%, and so on.
Until you pay for the sandwhich and get 0%, cause gosh darnit. You just like our sandwhiches too much - but we'll take your money.
But that's okay. They make the sandwhich so they set the rules on how much you get, and how much you pay for it.
That's pretty much what a lot of the argument is for keeping the system.
I don't buy it. It's a crap system. It doesn't help Casual players out any, at all. It's just a limiter to keep people from rushing to the end. I say if they want to? Let them. The casual players they so much want to help out will be their lifeblood.
If they wanted to make people less angry they have to do but one thing.
Get rid of the part where at some point you get ZERO XP. If they did that? People wouldn't say anything.
Me? I just find it slightly condescending and insulting that they think they know how long you should play their game. Lol.
Well i can understand and accept your disapproval about the Fatigue system....but your Sandwich example was one of the dumbest things i did read on this forums so far and that means something.....
Comments
Probably the smartest way to play this game if you are 'hardcore' is to make three characters (and you get three slots at launch, I believe).
Week 1 starts: Max out the melee fighting class of your choice (melee/caster). Once you hit the class wall, switch over to your first melee subjob on this same toon. Max that out. Now you're probably hit the Physical level wall as well so it doesn't pay to level ANYTHING ELSE on this toon at all for the week. Park it.
Log out and switch to toon #2: Start a caster class if you like and max that out. When you hit the class wall, switch, rinse and repeat like toon #1 with the exception being this is all casting subjobs now. Hit the wall, log out and switch to toon #3.
Switch to toon #3: Start a gathering/crafting class toon and max that. Hit the wall, switch to subjob craft/gathering and max that.
If you do all of this in one week, you are truly hardcore. You may get tired (you will) of doing the same leves over and over but hey, you would have done that anyways if you were on one toon. Only thing is this way, you avoid being stuck once you max the job you like and you're always gaining max exp on anything you play.
Rinse/repeat to max level or w/e SE takes off or lessens the penalty (which they will do eventually)
"TO MICHAEL!"
Yeah, there's a lot of things in any game that dictate how it is to be played. Obviously S-E doesn't want people logged in for 14 hours a day and is putting mechanisms in place to reduce that.
If that really bothers you, than by all means don't play it. Nobody is forcing you to play FFXIV. But the claims that it's "game breaking" are false. Maybe if you are a hard core player, it is a definite hinderance to that type of play style, but I'm sure there will be tens of thousands of people out there that won't even hit these caps in "surplus exp" or whatever and won't care.
Besides, you can still keep on trucking at normal XP for as long as you want, you just don't get the bonus. I still don't see anything to be so outraged over, at least, as outraged some people are around the net on various message boards. The general consensus seems to be that a lot of people actually like this system, because it allows them to keep up better with the hard core players.
What is wrong with being able to fully enjoy a game on a limited time frame? So the casuals get a "reward" for playing less often...big deal?
Point taken, it is however an important distinction to make that you won't always earn Phys XP and Skill for a given action, nor at the same rate.
A good example of this is starting a rank 1 class when your physical level is around 20ish, you will get jack for physical XP (well maybe 20 or 30) on "green" mobs, or starter synths , but you probably will see anywhere from 300-500 skill.
Which Final Fantasy Character Are You?
Final Fantasy 7
In retail you get one character slot and one retainter... you have to pay $3 a month extra for an Character slot and $1 for a extra retainter.
That would actually be the dumbest way to play the game. All 3 chars would have the same limit per class. The smart way is to not gimp yourself by leveling 1 class non stop. If you don't level a support class, and you don't gather or craft you will be broke and horribly gimp. All you have to do is spend some time not grinding and you are alright.
People are blowing this out of proportion or don't understand the system.
Eww... I hadn't paid attention to that.
I was looking at the three beta character slots they give you and thought that was the standard.
Disregard that strategy as you'd have to pay $6 additional to maximize that hardcore plan.
"TO MICHAEL!"
The problem I have with it is this : It's still telling you how long you should or shouldn't play the game. I think you (and everyone else) is smart enough to figure out what is healthy or not time-wise in playing a game. I don't need a virtua-nanny telling me that. I find it rather condescending and insulting.
And here is the other misconception. It's not like WoW's system. You don't keep trucking at normal XP as long as you want. You get to the point where you get 0 XP.
That's right. You don't suddenly go from 200 to 100, then stay at 100.
You go from 200 to 100, gradually. Then from 100 to 0.
And you're right. I'm sure there will be a lot of folks who never see the 0 XP gains. I'm a casual player so it probably won't even affect me.
It's not the point that it won't affect me. It's the fact that SE is basically lying to people. It's not there to help casual gamers. It's there to mask the fact they don't have any end-game content ready and won't for months to come so they don't want people rushing to the end and not having anything to do then cancelling their subscription like most hardcore gamers do.
It's arbitrary, really.
It punishes everyone equally, regardless. There is no bonus XP.
It's just frontloaded XP that gradually dwindles to zero.
Switching to another character would give you no added benefit over simply switching your class to a class that will support your main so you aren't gimp. Even if you made a diff character you would be picking a diff class.
The only difference would be the physical level xp, and physical level is pretty much meaningless. It barely helps at all. The main stat is your rank with whatever your class is.
To be completely honest all of this has just gotten totally and quite likely needlessly confusing so I'm just going to wait until the game comes out and will see for myself how all this stuff works.
The horror!!!
You were doing good up until you put your own BS lie in there.
"It's not the point that it won't affect me. It's the fact that SE is basically lying to people. It's not there to help casual gamers. It's there to mask the fact they don't have any end-game content ready and won't for months to come so they don't want people rushing to the end and not having anything to do then cancelling their subscription like most hardcore gamers do."
Cut that out and you have a good post.
My theme song.
Three different created toons wouldn't be gimp. I think you miread the idea. Let me try again:
#1 toon: STRICTLY melee jobs. (name it Starky)
#2 toon: STRICTLY caster jobs. (name it Farky)
#3 toon: STRICTLY craft/gather jobs. (name it Jarky)
Cooldowns would be different on each toon because even a hardcore player couldn't do 1-14 TWICE on one toon in one day. It would still take them about 2 days to max toon #1 (Starky)
Once they did, they'd log out and start on toon #2 (Farky) which would be perfectly clean for that week. Two more days of maxing this one, then they switch over to # (Jarky). They would all be on different starting days, so they would always be 'clear' because their "weeks" would start the minute they fight.
You didn't understand the concept.
But as it was pointed out to me the other slots would cost $3 so unless you are hardocre AND have $6 more, that wouldn't be for most people.
"TO MICHAEL!"
Right, you don't earn at the same rate - but the gradually decreasing XP rate still applies regardless. So where you did get 20-30, you'll end up getting 2-3, then eventually 0. Sure it might take a long time - but you'll get there eventually.
Also mon con is based on Wpn Skill rank, not Phys Level. So if that mob was Green to Rank 7, it's not probably going to be either yellow or red to a rank 1. And with other skills slotted to help you out, and decent armor - you can kill it. And still get high Phys XP.
Also with crafting - I got Phys XP everytime. Even if I didn't get crafting XP, I still got Phys XP. Also, gathering? I got crazy amounts of Phys XP when I actually gathered something and didn't fail. After a while it did start going down but I gained like 3 Phys Levels just levening Mining and Chopping. Far faster then if I'd leveled a combat class. >_<
So still. You get Phys XP from anything. Rate may vary, yes. I agree. But at some point you are going to hit the wall if you jump around Wpn/Gather/Craft classes.
How is that a lie? SE doesn't have end-game content ready. They've said as much. Like most MMO launches - the end-game content comes in the form of patches later on. Same thing with FFXIV.
If you look at the system - it's not designed to reward Casual players. It's there to nerf hardcore players from reaching cap and getting to the end-game (where there isn't any content..) just like every other MMO that has come out.
I have a lot of hardcore gamer friends. They hit cap, then quit - and renew when something new comes out or an expansion. Me?
I see this system as it is. It's not a reward system. It's just as they said it is. It's a limiter system.
Plain and simple.
wait, wait. Now you are saying its 15hours of exp PER CLASS?
I did not see that mentioned any where in that translated post. My god doesnt SE have any English speaking/writing devs to clear this up?
That's how it works right now. The game is stil in Beta, and they have admitted it is going to be adjusted upon launch.
I'm sure the fatigue system is gonna be ramped down quite a bit from how it is right now, but honestly, I think a lot of people are pissed that it's there at all. They want to grind to the end as fast as possible. S-E doesn;t want you to be able to do that. Whether they accomplish this through hard caps on job levels that get expanded over time like FFXI, or through a cap on exp gained per week, either way, it's capping the player base and acting as a brake to 20 hour grinding sessions.
I guess I just don't understand the extreme responses I'm seeing from a select few. All MMO's evolve, and FFXIV a year from now will be nothing like the Beta. I guess all I'm saying, and apparently S-E agrees, is be patient. Who knows how the system will function in the retail game? Nobody here, that's for sure.
If now what I'm reading (from the beta site) is right the whole surplus/fatigue isn't based off time, but SP for your class and XP for physically level.
They are limiting SP/XP to a certain amount each week, and not tme played.
the 8-15 hour thing is just a rough number they were using for average time it would take to hit threshold.
Edit:
just read
Balancing Character Growth in Beta 3 Open Letter @ NA Test Site
Also, let's not forget they use the word "bonus points". These points are stored and they are looking into letting you spend them later. So, your time spending will probably not going anywhere since you can spend it later.
Rocslock has updated his channel with footage and commentary on the Surplus/Fatigue thing
Check it out if interested: http://www.youtube.com/watch?v=Yt8sp6rABFc
He got it wrong though. It's not a time limit. It's an actual amount of experience/skill points.
A dummy explaination for this system would be it's like a glass bottle with a hole at the bottom and a cap on top. You can put water into this bottle at your own speed as long as you don't exceed a maximum speed. If you pour in fast, you will fill this bottle up faster, if you do it slow, you fill it up slower. Meanwhile, the water still leaking through the hole in the bottom.
The maximum speed is control by the watermark. This bottle is divided evenly by 15 watermark. For the first 8 marks, you can fill the bottle at maximum speed. For the next 7 marks, your maximum speeed is reduced until the bottle is full and you can't fill in anymore.
Every week, they open the bottle and empty it.
Every class in the game has one bottle like this.
The physical level of the character has 1 separately and possibly much bigger bottle.
Not 100% on this, so was hoping someone could comment. I'm not in the beta but was talking to a friend who's been in beta 2 & 3. He was saying that the penalty was designed more to fight botting/powerleveling than hinder the normal player base.
"If you were to bot 24/7 you would only gain around 42 Hours of 100% experience for your Main Job per week instead of 168 hours."
If that is the case, I'm liking this system a lot more than I did yesterday.
Me and my guildmates were suspecting something like that, they want to combat botting for sure, but that doesn't mean that we are going to see Retainers full of stacks of grinded items in very large quantities at some high prices...
There is no knowledge that is no power.
See as many have posted above me on the updated status of the system it is a very fun and logical system. But it is also more than just a "keep everyone the same level" it guides you to be better at the game overall the more classes you level the more skills you get for your character which makes you a better use to the group this system just increases the want to level other classes therefore making everyone very useful I am amazed with this system and am very excited to see it in action LETS GO SEPT 22!
Games Waiting for: FF14, Tera Online, Blade and Soul, and Rift
I find it hilarious that so many people are thumbing up the idea of limiting XP. It's just mind boggling. It doesn't make you a better player. It's more skinner then skinner, really. It's negative reinforcement instead of positive. Hence it's gotten the amount of flak from the player base.
To use an analogy it'd be like this.
You go to a sandwhich shop and order a sandwhich. Pay for it. You get the sandwhich. You eat it.
Next day you go back and order another one. Pay for it. This time you get 90% of the sandwhich.
Next time, you get 80%, and so on.
Until you pay for the sandwhich and get 0%, cause gosh darnit. You just like our sandwhiches too much - but we'll take your money.
But that's okay. They make the sandwhich so they set the rules on how much you get, and how much you pay for it.
That's pretty much what a lot of the argument is for keeping the system.
I don't buy it. It's a crap system. It doesn't help Casual players out any, at all. It's just a limiter to keep people from rushing to the end. I say if they want to? Let them. The casual players they so much want to help out will be their lifeblood.
If they wanted to make people less angry they have to do but one thing.
Get rid of the part where at some point you get ZERO XP. If they did that? People wouldn't say anything.
Me? I just find it slightly condescending and insulting that they think they know how long you should play their game. Lol.
Well i can understand and accept your disapproval about the Fatigue system....but your Sandwich example was one of the dumbest things i did read on this forums so far and that means something.....