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Surplus - Hard Cap Phys Lvl, Soft Cap Class

Hrayr2148Hrayr2148 Member Posts: 649

Quote from Komoto:

"Within the first eight hours of play, you can earn 100% experience. The seven hour period following will see your possible experience gradually approach zero.



This system is on a weekly timer. After a week has passed since you began skilling that particular weapon, the timer will reset. It will start anew when you skill up again.



Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly.



However, experience points are not specific to any class and therefore the decrease in experience points is not affected by changing classes."

 

1) First 8 Hours you get 100% xp to CLASS skill points and Physical lvl points (Experience Points)

2) Hours 9-15 both your Class skill points and physical lvl points approach ZERO.

3) Switch to another class.  You get 100% CLASS SKILL POINTS for 8 hours and ZERO Physical (experience points).

 

What does this all mean, well they dont' want you to reach level cap in a short period of time.  So they're capping your overal level (physical level) to 8 hours of 100% and eventually ZERO after 15 hours a week.  This assures no one will reach physical level cap before they want you to.

How does this effect casuals and hardcore gamers?

A casual player and hardcore player will likely have their physical level at 35 in 3 months.  A casual player may only have 2 to 3 classes that are close to their physical level where as a hardcore player will have 3 to 6.

 

The only issue remains is how the hours are calculated.  Are they time played or "while in combat."  Tanaka's wording makes it seem is overall time played, so don't afk.

 

I dont' necessarily have a problem with it other than the fact that the numbers are overly harsh.  Change it to 10 hours a week per class and 20 hours for physical level.  I don't like being dictated on how to play, but I see the benefit of the system.  I'm pretty sure encounters will be designed around having as many classes leveled to mix and match situational abilities.

 

AFter i explained the system to myself, it didn't seem as bad.

 

My 2 cents.

Comments

  • popinjaypopinjay Member Posts: 6,539


    "Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly."


    Saved.. for what purpose exactly Mr. Tanaka?


    Okay, there is surplus for each class but what is it 'saved' for? Usually when you say you're saving something, there is a purpose for it later. I'm not sure why they are hesitant to say what's its used for if there IS a purpose.

    I do know there are class points that you get that when you get 500 of them, you buy some really GOOD skills for your class but those are gotten through the leves from what I saw and some percentage from killing mobs. If the 'saved surplus' was any good and for something like skills or items or w/e, then why would we consider playing another class?

    Wouldn't we want to spend as much time as possible earning more points and skills on our mains? When I saw the class list, it was quite long with a huge amount of skills to add outside of the normal ones you got simply for turning level 15 or something.

    If by saved, you mean saved then thrown away at the end of the week like garbage... DON'T SAY SAVED. Don't even show us what we are NOT getting.. that's stupid. Saved implies it's valuable and there's another purpose to using it again. If it's just wastage, that's not saving anything especially if it's wiped off.

    This is the only problem I have with SE.. they still aren't saying things that make sense.

  • BureykuBureyku Member Posts: 488

    It is combat time also.  Not just time spent on character.  I played for over 30 hours on my Pugilist and didn't hit this 8 hour surplus threshhold.

  • WolfenprideWolfenpride Member, Newbie CommonPosts: 3,988

    Originally posted by popinjay

     




    "Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly."


     



    Saved.. for what purpose exactly Mr. Tanaka?



    Okay, there is surplus for each class but what is it 'saved' for? Usually when you say you're saving something, there is a purpose for it later. I'm not sure why they are hesitant to say what's its used for if there IS a purpose.

     

     Perhaps they are to be applied to your exp total after the weekly reset? Dunno, would have to either be that or they're discarded somehow.

    By this definition, it would be like putting a weekly level cap like OP stated, to keep a few people from pulling daily all nighters and getting to max level within a ridiculously short period of time.

    If thats the case, then weeks/months/or however long it takes to get the cap, would they have to remove the surplus system? Newplayers at that point would then be restricted from catching up with the rest of the crowd.

  • fistormfistorm Member UncommonPosts: 868

    You need to make distinction in your post about the xp your talking about,  Your talking about bonus xp not main xp reaching 0%

    This is why the dev is getting fustrated over this:    Your misleading people into thinking thier actual main xp is going to go to 0% when its not.     The surplus system and fatigue are completly seperate then the actual main xp system.

     

    THIS IS WHAT THE DEV IS SAYING ABOUT ALL THESE FALSE POSTS:

     

    http://ffxiv.zam.com/story.html?story=23080

    "Foreign sites have lots of false rumors.  They throw together words and fabricate remarks.  Then Japanese sites take this and further [falsify it through] mistranslation.  The fatigue point criticism has absolutely nothing to do with the actual [system] and is just full of wild ideas."

  • xersentxersent Member Posts: 613

    This is a post traslated by Savalithos 

    Over at FFXIVCore.com

    Source : LINK

     

    It sounds the same thing as what the op is saying its just worded diffrent.

     

    Well it looks like Mr. Komoto escaped his shackles keeping him in Gamescom away from working on FFXIV, and he has an announcement to make to quiet all the rampant speculation going on. Taken from the JP Beta Test site and translated by me, your friendly neighborhood Savalithos.





    We’d like to thank all the beta testers out there for their hard work and support! We’re applying all those ideas you’ve sent us to make for the best possible Open Beta test and official release.



    Now we’d like to take a moment to answer the many questions we’ve received about character balance in the current B3 phase.



    First off, the main concept behind FFXIV is allowing those players with little time on their hands to play effectively, and game balance is based off of that. Furthermore, it is being designed to not give those with more time on their hands to play an unfair advantage. Because of that, systems such as Guardian’s Favor (a bonus to Guildleves) have been implemented to make leveling in the short-term easier than leveling in the long-term.



    To achieve this balance, the amount of possible skill/experience points earned after a certain period of time has a threshold. Think of it as real-life “fatigue” from working at improving your skills via battle *(aka. No one could train ad nauseam in the real world with no ill effects).



    Within the first eight hours of play, you can earn 100% experience. The seven hour period following will see your possible experience gradually approach zero.



    This system is on a weekly timer. After a week has passed since you began skilling that particular weapon, the timer will reset. It will start anew when you skill up again.



    Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly.



    However, experience points are not specific to any class and therefore the decrease in experience points is not affected by changing classes.



    That’s how the system stands as of right now.



    Also, this system wasn’t implemented just in B3 but was set in motion from the very start of beta. Despite this, we have received many opinions regarding it in B3. There are a few reasons why:



    -B3 allowed for longer sessions in single sittings.

    -In order to promote party play, skill/experience points earned were greatly increased.

    -The skill/experience earned from weak enemies was lowered, but had failed to pop up on initial bug reports (and was later fixed via maintenance).



    According to the last bug report skill/experience able to be earned was above what had been planned, therefore people hit the limit much more quickly than hoped for. That is the biggest cause. Yet another problem was that we were unable to adjust guildleve experience and the experience-earned limit at the same time.



    Our lack of explanation regarding all of this was a mistake, and we heartily apologize.



    This all is still currently under development, and we have plans to make the limit more palatable in answer to all the tester feedback we received concerning this. In particular we would like to address the speed with which experience begins to drop off and are already looking into it.

    Also, since experience points fatigue carries over despite changing weapons, we plan to make it not so harsh.



    At the very least, we promise to not have people hitting these limits in a short period of time, such as during the start of B3.



    We would also like to make an announcement regarding something else.



    The decrease in earnings when gathering is based on your actions taken with that class and is unrelated to the aforementioned limits. This is also currently under review and is planned for adjustment in accordance with many testers’ opinions.



    Surplus experience is currently not being used. However, we have received many comments suggesting some sort of reward be put into effect regarding it, and we think that’s a pretty interesting idea. We don’t want to get ahead of ourselves, though, and we’re currently investigating the possibilities.



    Open Beta will not just see changes to the issues stated above but will also see adjustments made to encourage party play even more (such as an increase to skill points), which the team is currently hard at work on adjusting. We hope you’ll all test it out when the time comes.



    Finally, we would like to apologize for the lateness of any developer comments due to my attendance of Gamecom this past week. In my absence much fuss was raised over speculation, old information and some mistranslations on overseas fansites *(what?! /panic. Though I wonder what that’s in reference to in particular). I hope to avoid this from happening again by delivering developer comments as promptly as possible. Thank you all for your understanding.



    And thanks in advance for your hard work to come in Open Beta!



    Final Fantasy XIV director

    Nobuaki Komoto

    image

  • Hrayr2148Hrayr2148 Member Posts: 649

    Komoto makes clear that it's not Bonus XP.  This isn't like rest xp in WoW.  When it reaches ZERO after 15 hours, you will not get any skill or physical experience points.

     

    When you switch classes, you will start getting CLASS experience points for 8 hours at 100% and then slowly to ZERO at 15 hours.  But after switching classes, your physical level will remain zero until weekly reset.

     

    There is no Bonus xp, it's just xp.

  • fistormfistorm Member UncommonPosts: 868

    Originally posted by Hrayr2148

    Komoto makes clear that it's not Bonus XP.  This isn't like rest xp in WoW.  When it reaches ZERO after 15 hours, you will not get any skill or physical experience points.

     

    When you switch classes, you will start getting CLASS experience points for 8 hours at 100% and then slowly to ZERO at 15 hours.  But after switching classes, your physical level will remain zero until weekly reset.

     

    There is no Bonus xp, it's just xp.

     Your using the translated interview that the DEV IS SAYING WAS TRANSLATED ALL WRONG!!!!!1

    "Foreign sites have lots of false rumors.  They throw together words and fabricate remarks.  Then Japanese sites take this and further [falsify it through] mistranslation.  The fatigue point criticism has absolutely nothing to do with the actual [system] and is just full of wild ideas."

    http://ffxiv.zam.com/story.html?story=23080

    THIS LINK WAS POSTED 11 HOURS AGO, READ IT BEFORE BELEIVING FASLELY TRANSLATED INFO.

  • fistormfistorm Member UncommonPosts: 868

    Originally posted by xersent

    This is a post traslated by Savalithos 

    Over at FFXIVCore.com

    Source : LINK

     

    It sounds the same thing as what the op is saying its just worded diffrent.

     

    Well it looks like Mr. Komoto escaped his shackles keeping him in Gamescom away from working on FFXIV, and he has an announcement to make to quiet all the rampant speculation going on. Taken from the JP Beta Test site and translated by me, your friendly neighborhood Savalithos.





    We’d like to thank all the beta testers out there for their hard work and support! We’re applying all those ideas you’ve sent us to make for the best possible Open Beta test and official release.



    Now we’d like to take a moment to answer the many questions we’ve received about character balance in the current B3 phase.



    First off, the main concept behind FFXIV is allowing those players with little time on their hands to play effectively, and game balance is based off of that. Furthermore, it is being designed to not give those with more time on their hands to play an unfair advantage. Because of that, systems such as Guardian’s Favor (a bonus to Guildleves) have been implemented to make leveling in the short-term easier than leveling in the long-term.



    To achieve this balance, the amount of possible skill/experience points earned after a certain period of time has a threshold. Think of it as real-life “fatigue” from working at improving your skills via battle *(aka. No one could train ad nauseam in the real world with no ill effects).



    Within the first eight hours of play, you can earn 100% experience. The seven hour period following will see your possible experience gradually approach zero.



    This system is on a weekly timer. After a week has passed since you began skilling that particular weapon, the timer will reset. It will start anew when you skill up again.



    Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly.



    However, experience points are not specific to any class and therefore the decrease in experience points is not affected by changing classes.



    That’s how the system stands as of right now.



    Also, this system wasn’t implemented just in B3 but was set in motion from the very start of beta. Despite this, we have received many opinions regarding it in B3. There are a few reasons why:



    -B3 allowed for longer sessions in single sittings.

    -In order to promote party play, skill/experience points earned were greatly increased.

    -The skill/experience earned from weak enemies was lowered, but had failed to pop up on initial bug reports (and was later fixed via maintenance).



    According to the last bug report skill/experience able to be earned was above what had been planned, therefore people hit the limit much more quickly than hoped for. That is the biggest cause. Yet another problem was that we were unable to adjust guildleve experience and the experience-earned limit at the same time.



    Our lack of explanation regarding all of this was a mistake, and we heartily apologize.



    This all is still currently under development, and we have plans to make the limit more palatable in answer to all the tester feedback we received concerning this. In particular we would like to address the speed with which experience begins to drop off and are already looking into it.

    Also, since experience points fatigue carries over despite changing weapons, we plan to make it not so harsh.



    At the very least, we promise to not have people hitting these limits in a short period of time, such as during the start of B3.



    We would also like to make an announcement regarding something else.



    The decrease in earnings when gathering is based on your actions taken with that class and is unrelated to the aforementioned limits. This is also currently under review and is planned for adjustment in accordance with many testers’ opinions.



    Surplus experience is currently not being used. However, we have received many comments suggesting some sort of reward be put into effect regarding it, and we think that’s a pretty interesting idea. We don’t want to get ahead of ourselves, though, and we’re currently investigating the possibilities.



    Open Beta will not just see changes to the issues stated above but will also see adjustments made to encourage party play even more (such as an increase to skill points), which the team is currently hard at work on adjusting. We hope you’ll all test it out when the time comes.



    Finally, we would like to apologize for the lateness of any developer comments due to my attendance of Gamecom this past week. In my absence much fuss was raised over speculation, old information and some mistranslations on overseas fansites *(what?! /panic. Though I wonder what that’s in reference to in particular). I hope to avoid this from happening again by delivering developer comments as promptly as possible. Thank you all for your understanding.



    And thanks in advance for your hard work to come in Open Beta!



    Final Fantasy XIV director

    Nobuaki Komoto

     TRANSLATED WRONG!!!!

    http://ffxiv.zam.com/story.html?story=23080

    DEV TALKS ABOUT THIS INTERVIEW BEING TRANSLATED WRONG ON TWITTER, REPORTED BY ZAM.COM

  • Hrayr2148Hrayr2148 Member Posts: 649

    There's such an easy fix to this that it's not even funny.



    Why not cap physical level with your highest class level.  If you have a physical lvl 10 and marauder at 10, you no longer get class or physical level experience because your highest class and physical level are maxed.



    This will force you to switch to another class where you can get both skill and experience poitns, thus increasing physical lvl to 11 or 12.  Then you can go back to marauder and level it to 12 as well.

  • popinjaypopinjay Member Posts: 6,539


    Originally posted by Wolfenpride

     Perhaps they are to be applied to your exp total after the weekly reset? Dunno, would have to either be that or they're discarded somehow.
    By this definition, it would be like putting a weekly level cap like OP stated, to keep a few people from pulling daily all nighters and getting to max level within a ridiculously short period of time.
    If thats the case, then weeks/months/or however long it takes to get the cap, would they have to remove the surplus system? Newplayers at that point would then be restricted from catching up with the rest of the crowd.



    Yeah, I just don't get the "saved" language.

    If I was eating a sandwich and got full, I'd "save" the other half for later if I was gonna eat (use) it again. No one would save it if they had no intention of eating(using) it or else they wouldn't save it. They'd just throw it away right then.


    When they "save your surplus" all week, it's some screwy language. Maybe it's the translations, idk. But they do say you should switch jobs possibly inferring that that now "saved surplus" is worthless.

    Which makes me wonder why they'd show you what your NOT getting in the frist place, lol. That's just strange.

  • ChirugaiChirugai Member UncommonPosts: 304

    Let's keep the topic to a single thread. Thanks.

     

    Locked.

    Fortune favours the bold.

This discussion has been closed.