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People who don't care about surplusFollow

#52 Aug 25 2010 at 6:38 PM Rating: Excellent
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The "surplus EXP" isn't actually put towards anything at the moment. You can't spend it anywhere and it doesn't go towards anything, though SE made some comment about how it was an interesting concept.

They suggest switching your classes, I suppose, so that you are always getting 100% returns for your time instead of slogging through the EXP cuts.

The surplus EXP does go towards BOTH kinds of EXP. Class level and Physical level are separate entities. Physical level follows you no matter what class you're on, Class level only matters when you're on that specific class. Since physical level affects EVERY class you play, its cooldown is shared through all classes. Class level is based on your class only and the surplus from your Pugilist doesn't affect your Lancer (for example). It's your Class level that determines your abilities and the level of the mobs you fight (from what I understand). Your physical level has more to do with your stat allocation (again, from what I understand), and actually has very little effect on beta players from what I've heard.
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#53 Aug 25 2010 at 6:58 PM Rating: Decent
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I am fine with surplus EXP, i don't think it will hurt me to much in game since i plan on LVin all classes anyway cause each class has some sweet skills to to add, and I'm sure we will see more once the game comes out on the 9/22. While i can't play till PS3 version comes out I may have even more skills to look forward too. I think it will give me more time for quests/mission/exploring. I for one was a hardcore FFXI player, but I did not spend all my time grinding EXP. I'm confident there will be LOTS of content to keep me busy. I will wait for the game to come out to see if it rly hurts my game play. I am still hoping that this surplus will go towards some new system or something like that. I guess only time will tell lol.
#54 Aug 26 2010 at 3:42 AM Rating: Default
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What the **** is surplus points?

it sounds like points u get after hitting level cap from one thread, and points u get after playing one class for 8 hours on another thread.......please explain?

also can someone tell me what the point of it is? do u get a reward for playing 8 hours in a row or something?
#55 Aug 26 2010 at 3:49 AM Rating: Good
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Quote:
You speak my mind.

I think he said far too much to do that.

Edited, Aug 26th 2010 5:51am by Osanshouo
#56 Aug 26 2010 at 4:13 AM Rating: Good
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I don't necessarily agree with how it's being implemented, but I like some of the objectives SE probably intend to achieve with this system:

a) Reduce RMT activity
b) Provide balanced servers full of players with multiple classes
c) Make it easier to form parties
d) Get everyone to try more parts of the game
e) Enhance the player based economy by getting more players to go out and harvest/craft

I am wary of how they intend to use surplus points - I don't think I want to be in a situation where I have to earn surplus [merit] points to maximise my character - I had enough of that in ToAU.

Personally, I would like to see surplus points (if they continue to exist) used to benefit a server community. For example, they could be donated by players towards a server unlocking a particular benefit server-wide (like earning the effects of the Astral Candescence).
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#57 Aug 26 2010 at 4:30 AM Rating: Decent
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it actually works against good parties, cause when they say time, they mean exp, they are just putting it in terms people can understand by saying teh average person can get this much exp per hour. I know people who first saw surplus at 4 hours. The better you are at getting exp the faster you see it.

this is why they said when they had bigger bonuses for leves, people got to surplus faster than they intended (the dude who got it in 4 hours, wasnt playing in the high leve exp time btw)

reasons why some people never saw it, they just werent actually exping that effeciently, which you expect in a new game, people explore, talk, kill mobs they dont need too, suffer lag, compete with people over newbie mobs. The reason my friend level fast was because i had experience and told him where to go and what to kill. the more you are used to the game the less time you will be able to play your favorite class. And in truth, you dont need subclasses in this game, you use subclasses to alter or expand your playstyle. If you actually play in balanced pts, you have even less reason to use other jobs skills, and the ones that are really good usually you get early.

This system is ok when your level 10 or 20, but past that, when you know what you like, and want to see how it develops, its going to suck when you have to stop playing that for the week. in the long term you will eventually run out of jobs you want to play to switch from, and you will be stuck on 7 hours of normal exp on the job you want to play.


think when you are level 38 and just want to hit 40 on pug, and your other jobs you play are 20 and there are no more useful skills on that job till level 30, you really gonna love putting the class you like away, close to new storylines (which have level reqs) new leves available and some new hax skill, so you can play a job you dont like for a skill 10 long levels away that will be of limited use anyway?

Its just a bad idea, for casuals and hardcore
#58 Aug 26 2010 at 4:35 AM Rating: Default
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Well, count me in. I think it's quite natural even for a MMORPG character to get fed up with stupid hardcore players forcing it into endless level grinds. Take it as an attempt at realism ^.^/ Or as a hint to actually "play" the game and not "work" it.

Edited, Aug 26th 2010 6:36am by Rinsui
#59 Aug 26 2010 at 6:34 AM Rating: Decent
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102 posts
Personally I play 30 to 40 hours per week and don't think it will effect me much, if at all. So in that I don't care about it. However, I do actually support it as an anti-RMT and anti-botter measure. Not sure if I care about the folks who want to rush to endgame and then complain about lack of content or not...
#60 Aug 26 2010 at 6:56 AM Rating: Good
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I'm also going to wait and see on this, I too played the **** out of the beta and although after a while I did notice a decline in exp/skill points, I never saw it hit 0. If they are going to implement this, then the amount of exp should never hit 0, I wouldn't mind if it were just 50% loss, but a complete loss needs to be adjusted (which they said they might be doing).

I guess at the very least you only level physical once, and given that you can practically get it from doing anything it may not end up being as bad as it seems, we'll just have to see. Aside from that though I absolutely love the game and had a blast playing beta, still anxiously waiting for sept. 22nd to roll around, and will be playing the **** out of it when it does release.

Edited, Aug 26th 2010 7:56am by Ipwnrice
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#61 Aug 26 2010 at 7:36 AM Rating: Good
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There seems to be far too many hypothesis's being thrown around for anyone to hate or love this system yet, unless they're the type of person to instantly hate whatever it is they don't understand. I just don't happen to be one of those types of people.

Edited, Aug 26th 2010 9:54am by runtheplacered
#62 Aug 26 2010 at 8:42 AM Rating: Decent
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Dik wrote:
I don't necessarily agree with how it's being implemented, but I like some of the objectives SE probably intend to achieve with this system:

a) Reduce RMT activity

How? They can still switch between classes like everyone else and get the maximum possible. It just makes the RMT equal with everyone else. They can still have DoL accounts and rotate through the classes to gather 24/7 to sell the materials and make Gil.

Dik wrote:
b) Provide balanced servers full of players with multiple classes

People will not level a class they do not enjoy, even if thats the only thing they can level. IF they are forced to do it they will be ****** at that class and don't really care much for it's skills/equipment. I DONT WANT THAT.

Dik wrote:
c) Make it easier to form parties

Exactly the opposite will happen. You get plenty of replies like, "sorry my healer has surplus i have to come as DD but i can't respec now i have to wait an hour.". How is that going to help anyone?

Dik wrote:
d) Get everyone to try more parts of the game

See b. People that don't like crafting will not do it. End of story. This does not help anyone at all.

Dik wrote:
e) Enhance the player based economy by getting more players to go out and harvest/craft

See b. Plus, i don't want everyone harvesting, that will just ruin prices due to too much availability and it will in turn lower prices on crafted items. No thanks!
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#63 Aug 26 2010 at 9:08 AM Rating: Decent
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How? They can still switch between classes like everyone else and get the maximum possible. It just makes the RMT equal with everyone else. They can still have DoL accounts and rotate through the classes to gather 24/7 to sell the materials and make Gil.


a) Yes. But they can no more kill high level NMs and gather high level resources after 1 week of powerleveling ^^/

Quote:
People will not level a class they do not enjoy, even if thats the only thing they can level. IF they are forced to do it they will be sh*tty at that class and don't really care much for it's skills/equipment. I DONT WANT THAT.


b) "Subjobs". Rings a bell?

Quote:
Exactly the opposite will happen. You get plenty of replies like, "sorry my healer has surplus i have to come as DD but i can't respec now i have to wait an hour.". How is that going to help anyone?


c) Happens only after 8 hours. And why would someone in surplus range LFP anyway? And why would someone quit a good party just because of 10% of surplus?

Quote:
See b. People that don't like crafting will not do it. End of story. This does not help anyone at all.


d) See b.

Quote:
See b. Plus, i don't want everyone harvesting, that will just ruin prices due to too much availability and it will in turn lower prices on crafted items. No thanks!


e) See b. And I am totally happy with fair prices for average equipment. Besides: Don't worry, you will still be allowed to sell your mother for a +3 Haubergeon.

Edited, Aug 26th 2010 11:15am by Rinsui
#64 Aug 26 2010 at 9:50 AM Rating: Decent
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Casual players wouldn't be affected by the surplus if it was there or not. The outrage here comes from tge hardcore FF community who SE seems to ignoring completely. SE seems to taking for granted that, yes us hardcore players will still get the game. The question is for how long will we continue to play it. Some people keep saying that they trust SE and that the devs are smart enough to get the job done. Well, they might just be too smart for their good.

My experience in mmos have shown me that there will always be casual/carebear players and there will be hardcore players. If the current surplus system, or a somewhat revised version, works as intended. I, definitely, can see many players getting fustrated with the slow progress of the characters and re-think their continued subscription to the game. Limits, in any form, has cnsequences!
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#65 Aug 26 2010 at 11:36 AM Rating: Good
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Quote:

Quote:
See b. Plus, i don't want everyone harvesting, that will just ruin prices due to too much availability and it will in turn lower prices on crafted items. No thanks!


e) See b. And I am totally happy with fair prices for average equipment. Besides: Don't worry, you will still be allowed to sell your mother for a +3 Haubergeon.

Edited, Aug 26th 2010 11:15am by Rinsui


Sorry but the last line on this was so freakin' funny. XD

Edited, Aug 26th 2010 1:38pm by RSquires
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#66 Aug 26 2010 at 12:29 PM Rating: Good
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Casual players wouldn't be affected by the surplus if it was there or not. The outrage here comes from tge hardcore FF community who SE seems to ignoring completely. SE seems to taking for granted that, yes us hardcore players will still get the game. The question is for how long will we continue to play it. Some people keep saying that they trust SE and that the devs are smart enough to get the job done. Well, they might just be too smart for their good.

My experience in mmos have shown me that there will always be casual/carebear players and there will be hardcore players. If the current surplus system, or a somewhat revised version, works as intended. I, definitely, can see many players getting fustrated with the slow progress of the characters and re-think their continued subscription to the game. Limits, in any form, has cnsequences!


LMAO @ casual/carebear.

I'm glad SE has implemented a system that keeps in mind those players who actually have a life outside of their basement. Thanks again SE.
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