As many may be aware with the official news on surplus it begs the question. Why do we seek to hit max level as soon as possible. Why do we want to find that single mob to exp on and grind and grind til we hit our cap. Why don't we enjoy the journey to the top.
What I find hilarious is while this surplus system may make getting to the top a longer process it'll either have absolutely no effect on us when we hit 40 or when we hit 40 that class will gain nothing but surplus which seems to currently be used for nothing but it's not like we're losing it. Granted we have no idea what's it's being used for but keep in mind, WHILE you're surplus may be stored for your class and doing nothing atm you aren't losing any skill gains, you just aren't transferring those skill points towards your level cap.
Why is it that when people normally hit a level cap in a cap they have no problem gaining xp there, it's not like they are gaining anything out of killing multiple mobs however SE has actually seemed to created a system to preemptive those that hit the level cap. While slowing them down to the top they also have a surplus which will most likely be used later on. In every game and XI to an extent if you've capped your merits you are killing mobs and gaining no exp from them.
So I dunno but I think we all need a little more faith that as XIV evolves the surplus will be used to gain more class specific abilities which will allow us to specialize in our class of choice more and it does spread the love of evenly reaching to the top. For those who want to grind for more then 15hrs a week take a break and to those that have a single character played by multiple too bad.
I'd like to get the facts straight so let's do a little number crunching to end this topic.
-18 classes times 8= 144hrs or 100% skill gains if you leveled all classes
-Additional 7hrs of decay= 126 hrs
-hours in a week= 168hrs
-hours to gain absolutely no skill= 270hrs
-War= 40hrs/35hrs= 75hrs of game time
-Magic= 16hrs/14hrs= 30hrs of game time
-Land= 24hrs/21hrs= 45hrs of game time
-Hand= 64hrs/56hrs= 120hrs of game time
-per class in total= 15hrs
So unless I've missed the news that time has been extended a week and that XIV has been released for the last 6 months I don't know why everyone seems to be blowing this our of proportion. Soloist with a lot of time on their hands while sure they can level solo with this time based system people will be more enticed to work together rather then grind by themselves.
We've only been given a few classes to play with, with more to revealed later on and when that happens they'll be more classes to level up we'll be wondering where the surplus is because we'll be to busy playing with other game mechanics or multi-tasking with multiple class skills that we won't even be aware that we actually have a surplus system in our hands.
Sometimes it just feels like people might flip flop on what they say, isn't it the experience to the top that makes the game fun? Don't people always have more fun when they go out meet other people from the world and work together to become stronger and gain skills. **** I've heard that a group of people that worked to fight a mega crab back in the last phase while oh my god they gained absolutely crap for skill had fun and excitement from taking down a difficult foe.
I'd just like to let everyone keep in mind it's not the top of the peak that makes the journey worthwhile but the time and patience as we aim for the top. Let's enjoy all the content the game has to offer when it's released and things may still change but why not look at this surplus system with a more positive outlook at just keep in mind.
-Shows a possible advantage for party play compared to soloing
-Doesn't allow people to control the same character aka RMT mainly and grind their character to the top in order to hold a strangle on the market
-We lose NOTHING when we gain surplus it just doesn't do anything atm but it is stored up and ready to be used once implemented
It's difficult to create a game where both casual and hardcore can live in a successful harmony without the casual feeling left out because they don't have the time hardcore have. While the hardcore do have the chance to gain skills in multiple classes to have more diversity casuals will most likely be the focus on one class to maximize it's potential. Again, let's all just give SE some faith and wait til OB to really show any negative feedback and helpful feedback rather then just insulting the system as a whole. Now that we understand what it truly does and why it was implemented we can begin to look at the rest of the world and enjoy it for what it is. It's not all about making it to the top.