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Surplus experience system officially explained by SEFollow

#52 Aug 25 2010 at 7:25 AM Rating: Good
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Go check your tester site, SE finally explained how this surplus experience works.

Basically, you will get 100% of exp . skill points within 8 hours. Then the next 7 hours, they will be decreasing slowly till 0% .
The cooldown for this system is a week. After a week, it will get reset.

since your exp is not class based. The reduction of exp % will still not stop decreasing.


OR

Quote:
My take from reading about it, there is no need to be alarmed. It's honestly a good thing.

Dumbed down, it means:

Within the first eight hours, you have a BONUS 100% EXP gain. Afterwards, during the following seven or so hours, you have reduced BONUS EXP gain. You never stop gaining experience, just BONUS experience. It's a positive to the casuals, and nothing to the hardcore. It's like WoW or any other game's "rested EXP", only in a different fashion. No negatives, only positives.

????

To me, it sounds like OP is stating that the 100% gain is simply standard EXP. On the other hand, Raiziell is saying that the 100% is actually a 200% figure that dwindles down to its standard 100% as combat time reaches its 8-hour time limit. The question thus becomes: Is this really a 100% BONUS GAIN to the standard 100% gain (equaling 200%), or is this "100%" standard EXP that will eventually shrink to 0% EXP gain? If the former, then this is a misinterpreted miracle.
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#53 Aug 25 2010 at 7:26 AM Rating: Good
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I think they want us to perceive even the negative Idea of them protecting us from ourselves rather than another likely truth: They don't have that much content, or very little end game, and by pacing their player base they make what they do have "last longer" so people who play night and day for a couple weeks don't hit cap and "burn out" in two months. They don't care if you play 1 day a month or 31, they care how many months you P(L)AY.

I can't say I'm really against the system personally, as I will likely not hit class penalties too often, though my physical level will lag behind. And while pacing us is more of a move to stretch the "longevity" of their MMO and collect more monthlies from us I guess it's also nice in that once a person hits penalty in every class they care about, they'll find other things to do like browse the market for low priced goods to resell (ensuring, ironically that low priced goods always sell,) crafting extra needed items, not to level up, but because people want to pay for them, or socializing and giving advice to others.

And leves will still be worth doing if they refresh before your XP does because they give you items more than XP.

so pros:
-The game will last longer for you because you'll be left always wanting more instead of going at it 200% and burning out more quickly. This will build a stronger community because there will be more "old" players around longer.

-It's good for the economy because more people will be actively engaging in the market to help average things out and crafting lower, no xp recipes, so base items like arrowheads will be cheap as dirt making thing like crafted arrows actually viable.

-People will tend to socialize more, I would just LOVE for SE to add in something to add to this like triple triad though. (things for us to do and accomplish without XP will be important to lessen the punishment of xp penalties without lessening our enjoyment of the game)
#54 Aug 25 2010 at 7:27 AM Rating: Default
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As far as I get it, there's just 2 people in here who have actually read that post.
Maruchiru, and me. The rest seems to be just speculation a la "I want to believe -
please, let me believe!".
#55 Aug 25 2010 at 7:30 AM Rating: Good
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Rinsui wrote:
As far as I get it, there's just 2 people in here who have actually read that post.
Maruchiru, and me. The rest seems to be just speculation a la "I want to believe -
please, let me believe!".


I read it... ::sadface::
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#56 Aug 25 2010 at 7:32 AM Rating: Decent
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I read it too, and it just says that the surplus/fatigue system starts at 100% and decreases. It doesn't specify if this surplus/fatigue system also includes normal exp gain rate.

I think that the surplus/fatigue system is just a fancy way of saying "rested exp with cooldown". Rather than thinking of those two items as separate entities, maybe we should consider them connected with each other and actually one system.

Edited, Aug 25th 2010 9:35am by Coh
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#57 Aug 25 2010 at 7:32 AM Rating: Default
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Can I just point out one thing quickly:

Just because you can't gain physical levels doesn't mean you can't play the game. Look at FFXI. Outside of gaining experience points, what was there you could do?

Missions/Quests
Gardening
Farming
Crafting (I know that in XIV this does get you physical levels, but really, how much exp do you expect to gain off of a low level synth?)
Chocobo Digging
Mining/Harvesting
Fishing
NM hunting
BCNM
ENM
Item Raids
HNM
Dynamis
Those instanced dungeons in ToAU
Pankration
Simply enjoying the detailed scenery (Where's that "Did you really play FFXI?" thread?)

What else?
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#58 Aug 25 2010 at 7:33 AM Rating: Decent
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im not in beta so idk.. but from what i read it doesnt add up or maybe im just not understaning it right

but dont you GAIN surplus exp? after the 8hours
why is does it come up in red lettering on the chat window?!
and why does it have ranks like any other classes?!
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#59 Aug 25 2010 at 7:34 AM Rating: Excellent
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Rinsui wrote:
As far as I get it, there's just 2 people in here who have actually read that post.
Maruchiru, and me. The rest seems to be just speculation a la "I want to believe -
please, let me believe!".


Don't worry man, a lot of people are just really concerned. With all the nay sayers around, nobody want's to hear anything detrimental, and all those that don't like the game will push all the (what they perceive as) bad info on us even if they don't understand the info.
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#60 Aug 25 2010 at 7:34 AM Rating: Excellent
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Quote:
As far as I get it, there's just 2 people in here who have actually read that post.
Maruchiru, and me. The rest seems to be just speculation a la "I want to believe -
please, let me believe!".

Yes, because misinterpretation is entirely impossible -- honestly, the rest of us just skimmed over the information detailing one of the game's biggest controversies! You're totally right!
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#61 Aug 25 2010 at 7:35 AM Rating: Good
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Osanshouo wrote:
Aw, now everyone's gonna miss my awesome cake analogy in the other post. ._.


I read it and I lol'd. Well done!
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#62 Aug 25 2010 at 7:40 AM Rating: Excellent
I think we will have to wait for an official explanation for this official explanation.
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#63 Aug 25 2010 at 7:41 AM Rating: Decent
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hmm...
so, with ffxi you pay 12.99 for 24/7 ability to level during a month...
then with ffxvi you pay $14 for 15 hours per week...

quick math..
24x7 = 168 hours x 4 weeks = 672 'available' hours = $0.019 per hour cost in FFXI.
15 x 4 = 60 = $0.23 per hour of game play.

so yay? profit for companies?

Or, if we can only exp our characters for 60 hours a month, why do we pay more per month for ffxiv when we get to play it less than xi?

Why charge people for a month if you do not allow them to use a months worth of the service?

Also, if anyone were to play any game for 600-672 hours in a month, i have only pity for them as they have a serious mental illness.
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#64 Aug 25 2010 at 7:41 AM Rating: Decent
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@Coh & Tweezle

Not true, the post is pretty explicit on that point:

取得出来る修錬値・経験値が徐々に減少し0に近づいていきます

Read again. And as I said, Tweezle, you are just quoting people that have not read the source. That's well worth of some criticism.

Btw, new info was added some minutes ago: The system seems to be "flexible" in a way that, within the latter 7 hours, there may be some kind of regeneration if you don't play that class.

Edited, Aug 25th 2010 9:41am by Rinsui

Edited, Aug 25th 2010 9:44am by Rinsui
#65 Aug 25 2010 at 7:41 AM Rating: Decent
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Rinsui wrote:
As far as I get it, there's just 2 people in here who have actually read that post.
Maruchiru, and me. The rest seems to be just speculation a la "I want to believe -
please, let me believe!".


rate down: insulting post with no meaningful contribution.

No need to be insulting, I read EVERY post before posting, my post doesn't reference the exact method they are using, because no one knows it. Lots of us read, but there are many conflicting posts and NO 100% definitive information. SO yes the post is a bit of a squabble right now, but this is a powerful topic people have a need to express an opinion about no matter how well (or not) informed it is.
#66 Aug 25 2010 at 7:42 AM Rating: Good
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I can say that, from my experience, what has been reported from Beta and what I've experienced myself in Beta...I've never seen Surplus XP in my chat log...as opposed to seeing people who have been grinding the same job say they've seen Surplus XP, and have seen it increase (or subsequently decrease the actual XP they're gaining) over time.

From this, I'm assuming this system is being put in place to decrease the XP you receive to slow down the leveling curve to prevent zerg-leveling and promote spreading out interests in other classes & activities. I will also state that in my experience, after leveling just 2-3 classes without seeing Surplus XP, my physical level out-ranked any of my class ranks by a huge margin. If this ratio remains the same, it seems logical to not have it follow the "refresh" guideline that classes do, to help keep them close in check without having a huge imbalance between physical and class ranks overall.

So yes, this is not "Bonus XP", this is reduction of XP gain to prevent zerg leveling...from my actual experience playing the Beta. I'm assuming this because A) You don't get Surplus XP or see notes of Surplus XP in your chat log until you've played for extended periods of time and B) People have reported grinding levels until they stop getting XP. If you saw "Surplus XP" in your log on your first kill...yes, it's bonus XP. But if you've been playing for 8-10 hours and start noticing it within a week time frame, it's a penalty and reduction of XP gain.

Until the US site has a properly translated statement that states otherwise, this is what I'm personally banking on seeing.
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#67 Aug 25 2010 at 7:44 AM Rating: Good
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As a casual gamer I don't like this one bit. I plan on playing 1 hour a day in the mornings because I work nights. That 5 hours down. That only leaves 3 hours on the weekend.
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#68 Aug 25 2010 at 7:45 AM Rating: Good
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It's still going to bug me that I don't get the joy of using an actual EXP band.
I won't miss the inventory space it took and it's much more convenient.
There's just a certain satisfaction you get after waiting to use it when you see the timer blue and do the animation.

I suddenly feel old, like one of those people who talks about how much more fun it was to read the newspaper before the internet came along, and how they don't build things like they used too.
You know, all asbestosey with old-timey cranks and levers.
#69 Aug 25 2010 at 7:46 AM Rating: Decent
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Well, I'm out of here.
I don't like getting rated down for posting accurate information
just because people don't like that information. Those who have
read the source know I am right, and those who have not (like
Tweezle), well, chances are an English version is available within
24 hours.
#70 Aug 25 2010 at 7:46 AM Rating: Good
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Doesn't that just say the exp gained from the surplus/fatigue system is slowly reduced to 0? It doesn't specify if the base exp gain rate is affected.
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#71 Aug 25 2010 at 7:48 AM Rating: Good
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Osanshouo wrote:
It's still going to bug me that I don't get the joy of using an actual EXP band.
I won't miss the inventory space it took and it's much more convenient.
There's just a certain satisfaction you get after waiting to use it when you see the timer blue and do the animation.

I suddenly feel old, like one of those people who talks about how much more fun it was to read the newspaper before the internet came along, and how they don't build things like they used too.
You know, all asbestosey with old-timey cranks and levers.


Like when your tv had dials on the front of it, and you only got 8 channels?
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#72 Aug 25 2010 at 7:51 AM Rating: Good
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LowLvGoldsmith wrote:
hmm...
so, with ffxi you pay 12.99 for 24/7 ability to level during a month...
then with ffxvi you pay $14 for 15 hours per week...

quick math..
24x7 = 168 hours x 4 weeks = 672 'available' hours = $0.019 per hour cost in FFXI.
15 x 4 = 60 = $0.23 per hour of game play.

so yay? profit for companies?

Or, if we can only exp our characters for 60 hours a month, why do we pay more per month for ffxiv when we get to play it less than xi?

Why charge people for a month if you do not allow them to use a months worth of the service?

Also, if anyone were to play any game for 600-672 hours in a month, i have only pity for them as they have a serious mental illness.

Technically, FF XIV is only $12.95 / mo.
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#73 Aug 25 2010 at 7:51 AM Rating: Decent
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LowLvGoldsmith wrote:
Why charge people for a month if you do not allow them to use a months worth of the service?


That is assuming XP'ing is the only service worth doing. I'm sure they want players to play their game for more than just XP.

They want us out harvesting more; even after you don't get mining/fishing/botanist xp anymore. They want gatherers to gather for the sake of the economy, not just XP. If you no longer get xp from rank 1 points, you won't harvest those anymore. and Eventually as the low level player base falls rank 1 materials will be hard to get. BUT if the player doesn't get XP anymore ANYWAY that week, and there is a demand for rank 1 items they'll go harvest rank 1 spots for the gil.

If crafters are no longer getting XP from their higher level crafts anyway, then they may as well craft lower level, easy synths that also drive the economy. Those little brass rings and wires we need to repair armor? super cheap arrow heads that make crafting arrows viable instead of buying them?

And disciples of war can still do their leves. Maybe leve bonus xp will negate surplus? and if not, there's still the significant item rewards to be had.


Edit: This is in spoiler tags because I'm venting my frustration at someone's hissie fit. read if you like drama llamas, leave if you only want pertinent opinions and information.

Rinsui wrote:
Well, I'm out of here.
I don't like getting rated down for posting accurate information
just because people don't like that information. Those who have
read the source know I am right, and those who have not (like
Tweezle), well, chances are an English version is available within
24 hours.


The "information" you got rated down for was an elitist insult. Don't go degrading other thread posters just because you can read Japanese. We are not rating you down because we don't like the truth of the situation, we are rating you down because your acting like a know-it-all prick. AND EVEN if you DO know it all, it's still insulting and a lack of grace to act on it this way. Please mean what you said, leave this thread, and throw your hissies somewhere else.

If you read my posts carefully I have never discussed the *details* of the system at all, because they are unknown. I am merely discussing the effect of what people will feel the need to do if they feel they cannot level anymore. Some people would feel grinding is pointless without the bonus and would consider that the same thing as a penalty. I am not discussing the source, or the facts, because I do not know them. But because I have not read the source I am not allowed to give opinions of related notes to the topic?


Edited, Aug 25th 2010 9:58am by Tweezle120

Edited, Aug 25th 2010 10:06am by Tweezle120
#74 Aug 25 2010 at 7:53 AM Rating: Good
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As I stated earlier, I'm in the middle of translating, and from what I'm reading the surplus system is in regards to bonus experience gained with amulets (no idea what that means) and guild leves(spelling?). I'll post when I have a big enough chunk to be relevant unless of course SE has posted it somewhere in English.
#75 Aug 25 2010 at 7:57 AM Rating: Good
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Quote:
bonus experience gained with amulets


waitwut.
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#76 Aug 25 2010 at 7:58 AM Rating: Decent
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Quote:
waitwut.


I second this notion.
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#77 Aug 25 2010 at 7:59 AM Rating: Decent
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I don't play beta so I'm just going with what my dictionary tells me. :/
#78 Aug 25 2010 at 8:01 AM Rating: Good
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Coh wrote:
Quote:
waitwut.


I second this notion.


I bet he's referring to something in FFXI. I never played much past the first 6 months, but I bet you could eventually get amulets and stuff that gave you bonus XP. If that theory is true then surplus XP system is only a degradation of extra bonus XP, not the removal of "real" normal XP. That would be nice.
#79 Aug 25 2010 at 8:02 AM Rating: Decent
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I would love so much if an official explanation came completly off field and all the imagination on this and previous threads was just that, imagination.
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#80 Aug 25 2010 at 8:04 AM Rating: Decent
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Tweezle120 wrote:
Coh wrote:
Quote:
waitwut.


I second this notion.


I bet he's referring to something in FFXI. I never played much past the first 6 months, but I bet you could eventually get amulets and stuff that gave you bonus XP. If that theory is true then surplus XP system is only a degradation of extra bonus XP, not the removal of "real" normal XP. That would be nice.


Which would make sense. And the name "Surplus exp" would make sense. Exp on top of your usual exp.
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#81 Aug 25 2010 at 8:05 AM Rating: Excellent
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Gadhelyn wrote:
Actually I believe it's not that they're trying to kill their game but trying to not kill their player base, if you read some of the articles on game addiction coming from Korea. People letting babies starve to death or themselves die of kidney failure just because they haven't left the game in 72+ hours. It's just SE wanting to make sure their players are responsible in the real world, too! How many people here are in school or have jobs or significant others or families?


Two words for you: PERSONAL RESPONSIBILITY

I have a job, a wife, a child, lift weights four times a week and will find time to play as much as I can. Because someone is a decade younger then me and has more time they should only get to play as much as me? That is absurd.

People are perfectly able to dictate how much THEY want to play. And if they can't handle it, then they will burn. Thats part of life. You learn to juggle your RESPONSIBILITIES - not have someone else do it for you.



Edited, Aug 25th 2010 10:06am by Vackashken
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#82 Aug 25 2010 at 8:07 AM Rating: Excellent
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Vackashken wrote:
Two words for you: PERSONAL RESPONSIBILITY

I have a job, a wife, a child, lift weights four times a week and will find time to play as much as I can. Because someone is a decade younger then me and has more time they should only get to play as much as me? That is absurd.

People are perfectly able to dictate how much THEY want to play. And if they can't handle it, then they will burn. Thats part of life. You learn to juggle your RESPONSIBILITIES - not have someone else do it for you.


/clap
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#83 Aug 25 2010 at 8:08 AM Rating: Good
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Well this is going to be an "interesting" open beta for both the players and SE. I pretty sure this will be a hot topic for SE to deal with in the coming month before FFXIV goes live.
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#85 Aug 25 2010 at 8:15 AM Rating: Default
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Vackashken wrote:
Gadhelyn wrote:
Actually I believe it's not that they're trying to kill their game but trying to not kill their player base, if you read some of the articles on game addiction coming from Korea. People letting babies starve to death or themselves die of kidney failure just because they haven't left the game in 72+ hours. It's just SE wanting to make sure their players are responsible in the real world, too! How many people here are in school or have jobs or significant others or families?


Two words for you: PERSONAL RESPONSIBILITY

I have a job, a wife, a child, lift weights four times a week and will find time to play as much as I can. Because someone is a decade younger then me and has more time they should only get to play as much as me? That is absurd.

People are perfectly able to dictate how much THEY want to play. And if they can't handle it, then they will burn. Thats part of life. You learn to juggle your RESPONSIBILITIES - not have someone else do it for you.



Edited, Aug 25th 2010 10:06am by Vackashken


While binge drinking and promiscuity is still a problem, I refuse toaccept that high school and undergrad-aged students will be able to have a strong sense of personal responsibility. Think of it this way, while there are parents who are fine letting tv and video games raise their kids (not all parents, I do accept that this only a subset of parents), it is refreshing to see a company attempting a misguided try at responsibily raising those kids.

I am so getting rated down for this, am I?
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#86 Aug 25 2010 at 8:17 AM Rating: Good
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Quote:
I am so getting rated down for this, am I?


Even though I don't agree with you, I won't rate you down just because you have a different opinion than I.

Because that's absurd...right?...right?...

Edited, Aug 25th 2010 9:18am by ShinoHaven
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#87 Aug 25 2010 at 8:19 AM Rating: Excellent
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Gadhelyn wrote:
Vackashken wrote:
Gadhelyn wrote:
Actually I believe it's not that they're trying to kill their game but trying to not kill their player base, if you read some of the articles on game addiction coming from Korea. People letting babies starve to death or themselves die of kidney failure just because they haven't left the game in 72+ hours. It's just SE wanting to make sure their players are responsible in the real world, too! How many people here are in school or have jobs or significant others or families?


Two words for you: PERSONAL RESPONSIBILITY

I have a job, a wife, a child, lift weights four times a week and will find time to play as much as I can. Because someone is a decade younger then me and has more time they should only get to play as much as me? That is absurd.

People are perfectly able to dictate how much THEY want to play. And if they can't handle it, then they will burn. Thats part of life. You learn to juggle your RESPONSIBILITIES - not have someone else do it for you.



Edited, Aug 25th 2010 10:06am by Vackashken


While binge drinking and promiscuity is still a problem, I refuse toaccept that high school and undergrad-aged students will be able to have a strong sense of personal responsibility. Think of it this way, while there are parents who are fine letting tv and video games raise their kids (not all parents, I do accept that this only a subset of parents), it is refreshing to see a company attempting a misguided try at responsibily raising those kids.

I am so getting rated down for this, am I?


SE are not their parents.....well a few of them who work at SE might have kids that play, but the rest of them, more than likely have parents, then which that personnel responsibility becomes parental responsibility.

Edited, Aug 25th 2010 10:20am by VayMasters
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#88 Aug 25 2010 at 8:20 AM Rating: Good
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edrikthorn wrote:
Raiziell wrote:
My take from reading about it, there is no need to be alarmed. It's honestly a good thing.

Dumbed down, it means:

Within the first eight hours, you have a BONUS 100% EXP gain. Afterwards, during the following seven or so hours, you have reduced BONUS EXP gain. You never stop gaining experience, just BONUS experience. It's a positive to the casuals, and nothing to the hardcore. It's like WoW or any other game's "rested EXP", only in a different fashion. No negatives, only positives.



I believe that this is the correct understanding of the Surplus/Fatigue system. It just looks like people are being affected with less exp in the beta, because they were accustomed to getting surplus since they started beta phase 3 and then when their exp goes down they think that they are being penalized.

People has to stop ASSuming stuff and what until open beta or the actual release of the game, when everything is going to be explained, either in the fansites (as SE stated they would try to get together with fansites to explain the inner workings of the game) or in the booklet that comes with the box when we get our game.


People in beta are reporting that they get 0 xp when this limit is reached. We'll all know for sure in a few weeks but I'm definintely saving myself $50 and not buying it if the above is true.
#89 Aug 25 2010 at 8:23 AM Rating: Excellent
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Zalongamer wrote:
Belcrono wrote:
Zalongamer wrote:
seneleron wrote:
Quote:
When it says 100% exp, it probably most likely, means 100% increase of the normal exp amount. Which is probably why surplus exp is called, "surplus exp".


So how does that explain getting 0 physical XP after 15 hours every week? Or am I misreading this?


Belive what that other person thinking you quoted is that you start with 200% exp and drops down to 100% exp. Which it is not. After 8hrs of exp, ur physical and class exp starts to go down until it his 0 exp after 7hrs. 8+7=15


So, SE is saying I can level my character for 8h per week without getting a penalty at all and then 7 after that with less and less efficiency until I can't exp it at all until a week later?


Yep


Unbelievable. I have to say, I am outraged with this. I mean, if this is the direction they want to take, then so be it. It really sucks for those of us who, while not knowing exactly how FFXIV would turn out, likely didn't envision this type of system. I never in a million years could think of a system such as this.

Where in the world did they get feedback that pointed them in this direction? I completely understand that one of the main gripes about FFXI was that it was not solo friendly, coupled with being a huge time sink. But, that doesn't mean that you do a complete 180, which apparently is what they have done.

I guess it's rather disappointing that a game I have longed for, for so long, appears to be going in a poor direction.

The only good thing here, is that if we know anything, MMO's evolve quite drastically over time. Here's to hoping that if they in fact implement this system that sometime shortly down the road they either a) seriously tweak the system or b) remove the assinine thing altogether.

Please SE, listen to your community!
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#90 Aug 25 2010 at 8:24 AM Rating: Excellent
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Gadhelyn wrote:
Vackashken wrote:
Gadhelyn wrote:
Actually I believe it's not that they're trying to kill their game but trying to not kill their player base, if you read some of the articles on game addiction coming from Korea. People letting babies starve to death or themselves die of kidney failure just because they haven't left the game in 72+ hours. It's just SE wanting to make sure their players are responsible in the real world, too! How many people here are in school or have jobs or significant others or families?


Two words for you: PERSONAL RESPONSIBILITY

I have a job, a wife, a child, lift weights four times a week and will find time to play as much as I can. Because someone is a decade younger then me and has more time they should only get to play as much as me? That is absurd.

People are perfectly able to dictate how much THEY want to play. And if they can't handle it, then they will burn. Thats part of life. You learn to juggle your RESPONSIBILITIES - not have someone else do it for you.



Edited, Aug 25th 2010 10:06am by Vackashken


While binge drinking and promiscuity is still a problem, I refuse toaccept that high school and undergrad-aged students will be able to have a strong sense of personal responsibility. Think of it this way, while there are parents who are fine letting tv and video games raise their kids (not all parents, I do accept that this only a subset of parents), it is refreshing to see a company attempting a misguided try at responsibily raising those kids.

I am so getting rated down for this, am I?


What you refuse to accept or not is irrelevant. If the kid is having problems, that leaves it up to the PARENTS not SE to fix this. The parents should have raised their child to have a sense of responsibility -- and if they haven't done that it doesn't matter what the **** SE does. As much as I would love to break down family function or dysfunction, its all a moot point. The fact is plain and simple - at the end of the day its up to you to figure out how to juggle your responsibilities in the real world. SE won't be there when you need to get up in the morning and get you to work. SE won't be there when you need to pay bills. SE won't be there when your kid needs to be yanked back into his/her place because of a bad report card or other issues.


This nanny-state crap is ridiculous.
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#91 Aug 25 2010 at 8:25 AM Rating: Default
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Thanks for the post.. pretty much explains it all.. surplus xp is to help the lvling curve.. I dont understand why people continue thinking it means after 8/15 hours your xp is reduced to 0.. When a car lot has a surplus of cars and they sell the surplus does that means they have no cars to sell?? No it means they no longer have as many..

What does surplus mean?
Surplus means when there is more supply than demand, as in extra resources.

We dont need someone to understand Japanese language.. just more people that understand English >.<
#92 Aug 25 2010 at 8:26 AM Rating: Decent
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Just a quick question that I'm sure has no answer yet, but if you "gain" surplus EXP is there any thought that this could go towards some other system not yet known or in place? I have been reading a lot about this surplus and have been thinking about this for a while now. Any thoughts on that?
#93 Aug 25 2010 at 8:30 AM Rating: Default
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VayMasters wrote:
SE are not their parents.....well a few of them who work at SE might have kids that play, but the rest of them, more than likely have parents, then which that personnel responsibility becomes parental responsibility.

Edited, Aug 25th 2010 10:20am by VayMasters


And I didn't say they were. But there are parents out there who are fine putting a game controller or a TV remote in their kid's hands and then ignoring the kid for hours. The kid isn't going to know better (according to the law, kids don't know better until at least 18 years of age).
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#94 Aug 25 2010 at 8:35 AM Rating: Decent
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@Hypnotiq101 Indeed, if people would read it like you explained it is not a bad system at all. It is just different.
I can't say nay or yay to the system since I do not have tested it.

We will see on open beta or retail.
#95 Aug 25 2010 at 8:37 AM Rating: Decent
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Well another thread about surplus xp, another troll. I checked the NA beta test site and there is nothing about an explanation of surplus xp from SE.. (lots of forum posts from similar people that are clueless about this)
Everyone needs to stop hitting the panic button.
IF surplus xp does cap xp gain, I dont see what the big deal is. I doubt they have anything to do at endgame yet anyway, so you'll either end up lvling another job or quitting anyway.
#96 Aug 25 2010 at 8:37 AM Rating: Good
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Riathy wrote:
@Hypnotiq101 Indeed, if people would read it like you explained it is not a bad system at all. It is just different.
I can't say nay or yay to the system since I do not have tested it.

We will see on open beta or retail.

If the system doesn't change from beta to retail ... then i can tell you it's no big deal to me. I have only even seen surplus one time. Assuming this article is correct, then actually i have only lost surplus xp one time.
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#97 Aug 25 2010 at 8:38 AM Rating: Default
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Quote:
And I didn't say they were. But there are parents out there who are fine putting a game controller or a TV remote in their kid's hands and then ignoring the kid for hours. The kid isn't going to know better (according to the law, kids don't know better until at least 18 years of age).



In America anyway.. which is a failing country to begin with for all of the following reasons posted in the thread.. The thread has turned in to a addicted vs non addicted thread... on one side we have the "this is good it stops ppl from playing the game 24/7 (which it doesnt btw)" And the other side says "Hey if i wanna do nothing but play this game, then dont punish me for it (which they dont)"

Do you guys also complain about the people on WoW that log off for a week and achieve a weeks worth of rested XP but your character dont have any rested xp cuz you have nothing better to do than sit on the computer and play?

Truth is.. there will still be ppl max lvl by the end of the 3rd month in almost if not every class...

Edited, Aug 25th 2010 10:41am by Hypnotiq101
#98 Aug 25 2010 at 8:39 AM Rating: Good
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Gadhelyn wrote:
VayMasters wrote:
SE are not their parents.....well a few of them who work at SE might have kids that play, but the rest of them, more than likely have parents, then which that personnel responsibility becomes parental responsibility.

Edited, Aug 25th 2010 10:20am by VayMasters


And I didn't say they were. But there are parents out there who are fine putting a game controller or a TV remote in their kid's hands and then ignoring the kid for hours. The kid isn't going to know better (according to the law, kids don't know better until at least 18 years of age).


It's not SE's responsibility to raise those kids, and they're kids, they're young, they're gonna ***** up, they either grow up, or they don't.
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#99 Aug 25 2010 at 8:41 AM Rating: Decent
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I've hit a road bump in my translating of the announcement. So I'm looking for one of two things.

A.) Someone else who can read pretty good Japanese.

B.) Someone in beta who might happen to know what "dormancy" (courtesy of ambiguous translation) might mean. Its saying something about experience going down and the reduced portion going to "dormancy".
#100 Aug 25 2010 at 8:42 AM Rating: Good
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Maruchiru wrote:
Go check your tester site, SE finally explained how this surplus experience works.


Could you explain which heading under the tester site you are reffering to? Thanks!

I think that clearly the explination is not complete enough for everyone to understand it. I also think that people who have not yet even been personally effected by the surplus EXP system are getting rather upset. I would suggest trying to see how the system works for yourself before becoming outraged.

It may sound worse in theory than the reality would deserve.

I don't think this is so much trying to keep people from playing as much as they want, but rather a system to keep people trying out new classes and not cap out their Physical Rank too quickly.

You may find that being forced to level another class actually benefits you, where you would not have done so otherwise. I'm suggesting that this is a purposeful game mechanic, not a hand-holding exercise.

#101 Aug 25 2010 at 8:43 AM Rating: Decent
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ThePacster wrote:
I've hit a road bump in my translating of the announcement. So I'm looking for one of two things.

A.) Someone else who can read pretty good Japanese.

B.) Someone in beta who might happen to know what "dormancy" (courtesy of ambiguous translation) might mean. Its saying something about experience going down and the reduced portion going to "dormancy".


dor·mant/ˈdôrmənt/Adjective
1. (of an animal) Having normal physical functions suspended or slowed down for a period of time; in or as if in a deep sleep: "dormant butterflies"; "the event evoked memories that she would rather had lain dormant".
2. (of a plant or bud) Alive but not actively growing
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