Here is why this system doesn't achieve their goal:
Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players would still have people around their level to group with.
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.Here is why this system doesn't achieve their goal:
1. Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
2. If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
3. What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
4. Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
This is the biggest reason
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.Here is why this system doesn't achieve their goal:
1. Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
2. If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
3. What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
4. Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
This is the biggest reason
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.
Here is why this system doesn't achieve their goal:
Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want. I'm guessing they just want more to play together.
If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person. This is exactly the point that the fatigue system is getting at, that is the advantage of being a hardcore player vs. a casual player in this game.
What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft. I'm certain that more classes will be added in eventually but are you really going to hit fatigue with 6 classes per week?
Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done. You can continue content according to your Physical level although having a higher rank of your class does give advantages.
MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players would still have people around their level to group with. Thats looking pretty far in the future imo, look how much any game that has been out long term has changed and what may be implemented or changed to help new players that are joining an already "maxed out" world
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.Here is why this system doesn't achieve their goal:
1. Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
2. If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
3. What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
4. Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
This is the biggest reason
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.Here is why this system doesn't achieve their goal:
1. Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
2. If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
3. What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
4. Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
This is the biggest reason
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.
Kudo's on the very nice vid, the system is well-explained.
However, I still don't believe it is fair in asking people to pay a monthly fee and restrict the class levelling speed on a weekly-basis (if one prefers to concentrate on one class it's his/her choice).
Why should the game limit our xp gain in time and force us towards other classes/professions? => because they want that it takes you longer to get to end game = you pay more. I do not call this freedom...
Not having jumping/swimming is the same as capping xp. It's a rule within the universe that is FFXIV. There are certain things you can and can't do in FFXIV. In Wow, you can jump, swim and get to end game in 2 weeks. In FFXIV you can't do any of it.
Knowing that in advance, you can choose to be part of the FFXIV with its own set of rules, or you can move onto something that allows you to jump, swim, or xp without restriction.
I dont' mind the system at all. I will CHOOSE to pay 12.99 a month, you can CHOOSE NOT TO PAY.
I had a general idea of the FFXIV fatigue system, but this presents it very clearly; i think if this video had been available earlier, a lot of the misunderstandings, whining and moaning about the Fatigue system could have been prevented.
Even more, I think it's pretty smart done, in how it makes the gap between casuals and hardcore smaller, making it easier to level and group together over a longer period of time.
It makes me think of AoC, how you could be L80 but that there was still horizontal progression to be made via AA skills, or as in GW, where level was a lot less important bc everybody could reach L20 quickly - PvP'ers could even instantly create a L20 premade char - but where you could distinguish yourself by skills progression, via the range and variety of skills that you went hunting down after reaching L20.
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
I'm glad for the folks planning on playing this game that this doesn't seem like such a problem for folks even though I still ultimately view it as what it is (a time sink).
Every MMO is a time-sink. Every MMO has a grind. The only thing that differentiates them is whether an individual enjoys the grind/time-sink in question.
I find it funny when people complain about having to spend weeks "grinding" through the "time-sink" of lower levels to get to endgame and how repetitive it is... only to spend the next several *months* "grinding" through the "time sink" of raiding for better gear, so they can be ready when the new set of Raids instances are dropped, so they can "grind" through the "time sink" of getting better gear again... yet consider it fun.
To others, it's the other way around.
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
I think I finally understand what they are trying to do here. They really want people to explore multiple jobs, and don't want it to seem like an endless task.
In FFXI, everyone played multiple classes anyways. But it took a VERY long time to level many different classes in FFXI because the leveling curve was very steep.
In FFXIV, they've lowered the leveling curve. It doesn't take nearly as long to level a rank as it did in FFXI. With this, though, they had to put restrictions in place to keep people from leveling one job to 50 in a week, and then not having anything to do. With the Fatigue system, they can have a smaller leveling curve without worrying about the hardcore running out of content. This also gives the hardcore and casuals the chance to level other jobs, and actually make progress.
This is a great video. It explains everything so well. I'm so happy I can just send that link to people now instead of trying to explain it all myself.
I love this system, in theory, but I have concerns for later in the game.
What happens in 6 months, when the big new shiny game comes out and many people leave?
We'll need new players, and those players will not want to be stuck with this progression's ceiling when 70%+ of the playerbase is already at endgame.
While many folk may say, "you shouldn't rush to endgame, enjoy the journey," I think we all need to understand that not everyone plays for "the quest." Many play to be with friends online and do things together. In these cases, it is pretty common in more venerable games for a new player to rush, or even be rushed, to endgame so that everyone can enjoy the content toghether (and lets face it, apart from quest hubs and some minor story missions, most MMOs end up being mostly endgame --including FFXI--, so why not rush to the "good" parts that late in the game?).
I can see this system really cutting down on the new people who come in or return 6 months or a year down the road. They'll be timelocked and bored because most everyone they meet will be at a place they cannot get to for months, while they are stuck in nearly empty zones populated by a couple other new players or some older ones leveling alternate jobs (who probably won't want to use their leve slots for a low level job).
I'm thinking that this mechanic may eventually be removed. Either that or there will have to be one heck of a "sidekick" or "mentor" style system in place.
This is still the best, most informative video explanation I've seen so far.
I don't know who made it, but I think I'm going to post the link in one of the FFXIV sticky threads here.
For those who haven't seen it yet and are confused about the Fatigue system, see the video in the OP. There simply isn't a better and clearer explanation of it than in that video.
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Comments
Nice video!
They should put it on the official website haha!
Taru-Gallante-Blood elf-Elysean-Kelari-Crime Fighting-Imperial Agent
Here is why this system doesn't achieve their goal:
Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players would still have people around their level to group with.
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.Here is why this system doesn't achieve their goal:
1. Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
2. If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
3. What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
4. Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
This is the biggest reason
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.Here is why this system doesn't achieve their goal:
1. Who cares if someone levels a lot faster than someone else? If there are so many casual players, there will always be someone for you to level with. Let the hardcore players group together and level faster if they want.
2. If someone has only one class at level 30, but someone else has 5 classes at level 30, then that person is still way ahead of the first person. Since in this game you can pick skills from all classes and use them on your current class, the person with 5 level 30's will have an uber level 30, sort of like a twink, compared to the first person.
3. What if I don't want to craft? I don't remember all the classes, but when I made one there were about 10-12 crafting classes and about 6 fighting classes. That doesn't leave many options if I don't want to craft.
4. Once you've leveled the first class, you should have done many or most of whatever quests or story line content there is. Going back to level a second or third class in the same week is going to be a horrid grind, the kind of grind that everyone is complaining about in the first place, since those quests are done.
This is the biggest reason
5. MMO's are supposed to be around for years. This system only works to some degree assuming that everyone is starting at the same time. If I join 1 or 2 years after launch, a lot of the players are already going to be max level and doing raids or whatever high end content there is, making this system pointless. The new player is now limited by this system if he is trying to catch up in levels. But since there are casual players leveling slowly anyway, new players will still have people around their level to group with.
Good video for the people who don't understand this system as of yet.
Excellent video. Pretty much shuts up the trolls, or at least the ones who have any self respect.
Kudo's on the very nice vid, the system is well-explained.
However, I still don't believe it is fair in asking people to pay a monthly fee and restrict the class levelling speed on a weekly-basis (if one prefers to concentrate on one class it's his/her choice).
Why should the game limit our xp gain in time and force us towards other classes/professions? => because they want that it takes you longer to get to end game = you pay more. I do not call this freedom...
Yasou... I completely disagree.
Not having jumping/swimming is the same as capping xp. It's a rule within the universe that is FFXIV. There are certain things you can and can't do in FFXIV. In Wow, you can jump, swim and get to end game in 2 weeks. In FFXIV you can't do any of it.
Knowing that in advance, you can choose to be part of the FFXIV with its own set of rules, or you can move onto something that allows you to jump, swim, or xp without restriction.
I dont' mind the system at all. I will CHOOSE to pay 12.99 a month, you can CHOOSE NOT TO PAY.
I'm going to try to not sound like an asshole, but you should really take some basic electronic media classes, like flash.
or learn at http://www.tutvid.com/
don't think anyone has mentioned this
this system also makes it harder powerleveling services and macroleveling.
Damn, that's a well made video, very impressive!
I had a general idea of the FFXIV fatigue system, but this presents it very clearly; i think if this video had been available earlier, a lot of the misunderstandings, whining and moaning about the Fatigue system could have been prevented.
Even more, I think it's pretty smart done, in how it makes the gap between casuals and hardcore smaller, making it easier to level and group together over a longer period of time.
It makes me think of AoC, how you could be L80 but that there was still horizontal progression to be made via AA skills, or as in GW, where level was a lot less important bc everybody could reach L20 quickly - PvP'ers could even instantly create a L20 premade char - but where you could distinguish yourself by skills progression, via the range and variety of skills that you went hunting down after reaching L20.
Great video, you should make more of them, gj!
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Every MMO is a time-sink. Every MMO has a grind. The only thing that differentiates them is whether an individual enjoys the grind/time-sink in question.
I find it funny when people complain about having to spend weeks "grinding" through the "time-sink" of lower levels to get to endgame and how repetitive it is... only to spend the next several *months* "grinding" through the "time sink" of raiding for better gear, so they can be ready when the new set of Raids instances are dropped, so they can "grind" through the "time sink" of getting better gear again... yet consider it fun.
To others, it's the other way around.
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
I think I finally understand what they are trying to do here. They really want people to explore multiple jobs, and don't want it to seem like an endless task.
In FFXI, everyone played multiple classes anyways. But it took a VERY long time to level many different classes in FFXI because the leveling curve was very steep.
In FFXIV, they've lowered the leveling curve. It doesn't take nearly as long to level a rank as it did in FFXI. With this, though, they had to put restrictions in place to keep people from leveling one job to 50 in a week, and then not having anything to do. With the Fatigue system, they can have a smaller leveling curve without worrying about the hardcore running out of content. This also gives the hardcore and casuals the chance to level other jobs, and actually make progress.
This is a great video. It explains everything so well. I'm so happy I can just send that link to people now instead of trying to explain it all myself.
I love this system, in theory, but I have concerns for later in the game.
What happens in 6 months, when the big new shiny game comes out and many people leave?
We'll need new players, and those players will not want to be stuck with this progression's ceiling when 70%+ of the playerbase is already at endgame.
While many folk may say, "you shouldn't rush to endgame, enjoy the journey," I think we all need to understand that not everyone plays for "the quest." Many play to be with friends online and do things together. In these cases, it is pretty common in more venerable games for a new player to rush, or even be rushed, to endgame so that everyone can enjoy the content toghether (and lets face it, apart from quest hubs and some minor story missions, most MMOs end up being mostly endgame --including FFXI--, so why not rush to the "good" parts that late in the game?).
I can see this system really cutting down on the new people who come in or return 6 months or a year down the road. They'll be timelocked and bored because most everyone they meet will be at a place they cannot get to for months, while they are stuck in nearly empty zones populated by a couple other new players or some older ones leveling alternate jobs (who probably won't want to use their leve slots for a low level job).
I'm thinking that this mechanic may eventually be removed. Either that or there will have to be one heck of a "sidekick" or "mentor" style system in place.
For launch, though, this is a great idea.
This is still the best, most informative video explanation I've seen so far.
I don't know who made it, but I think I'm going to post the link in one of the FFXIV sticky threads here.
For those who haven't seen it yet and are confused about the Fatigue system, see the video in the OP. There simply isn't a better and clearer explanation of it than in that video.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."