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Komoto's Official Explanation of SurplusFollow

#1 Aug 25 2010 at 8:12 PM Rating: Excellent
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Sorry, new thread, dead horse, etc... but here is the explanation from the JP beta site.

It's not a time-based system, but rather a limitation based on the rate at which a player might be expected to gain XP.

In other words,

Let's say Sephicloud Tifaerith can make X amount of skill points an hour fighting Dodos.

Everyone earns 100% skill points while playing at this established normal pace.

However, under the Surplus system, earning **8 hours worth** of this assumed rate -- or 8 times X -- is where (under the current settings) your rate begins to decline.

That's why people have had it proc at different times, some faster than others.

Edited, Aug 26th 2010 2:27am by Elmer
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#2 Aug 25 2010 at 8:13 PM Rating: Excellent
Thank you Elmer.

I probably should have raised the Elmer signal earlier.

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#3 Aug 25 2010 at 8:17 PM Rating: Decent
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So now the new question is: If you don't continue that same rate of XP gain does your XP remain lessened?
#4 Aug 25 2010 at 8:23 PM Rating: Excellent
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Elmer wrote:
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FUUUUUUUUUUUUUUUUU-

Glad to hear it's not purely time-based, though I kinda figured that was the case.

Now, this just raises more questions though. What is the "standard rate"? Who determines it? Is it universal to everyone, or is it based on your character? Can we see the rates somehow in-game? Will we ever know those rates? Assuming the example given, if I level at 1000 XP/hour for 8+ hours, would I still be getting zero penalty, or does it just kick in at (hourly standard rate * 8) exp? Does the fatigue wear off constantly or does it take effect every JP midnight? (JP weekly midnight?)
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#5 Aug 25 2010 at 8:24 PM Rating: Decent
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No disrespect to Elmer ofcourse but in that zam story you say
Quote:
Fans are torn

From what ive seen on every website ive visited they're not. They are 100% unified against the fatigued/surplus exp thing.

My question is are some Japanese players in support of it?
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#6 Aug 25 2010 at 8:28 PM Rating: Excellent
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Well, "torn" as in debating/discussing/flaming/going nuts over the issue. Like we're all torn apart over the issue and Komoto finally gives us a single, official post to get us on the same page again.

Edited, Aug 26th 2010 2:29am by Elmer
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#7 Aug 25 2010 at 8:29 PM Rating: Decent
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This makes sense to my experience in the game. Yes, he's saying that your physical level xp (please note, you at all times have two levels, physical, which affects stats, and you can xp while crafting, and job rank, which is what most ppl consider "level") is also going to be hit by the limiter. They're also looking to increase (ie: 16 hours or something) the physical level xp limits from what Elmer has translated for us.

Speaking of... THANK YOU ELMER. :)

His notes of increasing rank xp in parties will be very well received. The rest of the grouping mechanics (hate, targeting, regimens, etc) need enough of an overhaul that it's tough to convince parties of more then 2 or 3 to get together. What fun's a lancer if he's got noone to give hate to, or an archer who's always at point blank range?

They may be keeping it at an 8-10 hour ratio though, from what they haven't said, which concerns me. That's a very casual rate of play (2 four hour sessions/week), though the idea of being able to offset via another job sounds interesting. They may be expecting you to spend your other three nights trying to browse the retainers...

Edit: And to the above, not everyone's against the concept of the system, I see it as an awesome way to crush RMT/Automators, just the time is a bit... short.

Edited, Aug 25th 2010 10:31pm by GUDare
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#8 Aug 25 2010 at 8:29 PM Rating: Good
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This wording makes it sound like if you gain 500 XP per hour, for 8 hours, after you reach 4000 XP or so, it begins to decline (or any other steady rate of exp combined with a period of time).

It kind of seems like a combination between XP rate per hour and how many hours at this rate are being obtained. Is that right? Or is there some other aspect I'm not grasping?

Thank you very much for this post, Elmer. :)

Edited, Aug 25th 2010 10:30pm by KanzenZenaku
#9 Aug 25 2010 at 8:29 PM Rating: Excellent
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bsphil wrote:
Elmer wrote:
Sephicloud Tifaerith
FUUUUUUUUUUUUUUUUU-

Glad to hear it's not purely time-based, though I kinda figured that was the case.

Now, this just raises more questions though. What is the "standard rate"? Who determines it? Is it universal to everyone, or is it based on your character? Can we see the rates somehow in-game? Will we ever know those rates? Assuming the example given, if I level at 1000 XP/hour for 8+ hours, would I still be getting zero penalty, or does it just kick in at (hourly standard rate * 8) exp? Does the fatigue wear off constantly or does it take effect every JP midnight? (JP weekly midnight?)


The hourly standard rate likely won't be player specific. It'll be some number SE thinks is the "normal" exp rate based on who knows what.
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#10 Aug 25 2010 at 8:30 PM Rating: Excellent
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Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.


If I understand this correctly...using Elmer's example: You could use 2k of your 8k max, wait 2 days and be back at a full 8k...kind of like vacation time where you have a set maximum, use some of it and it gradually replenishes itself...but you cannot go over your maximum. Anyone else reading this that way?
#11 Aug 25 2010 at 8:31 PM Rating: Good
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Elmer,

We appreciate the hard work you guys do to get us information. That article, while similar to the one on FFXIV CORE, sheds more light as to how it's supposed to work.

I still think it should be removed completely, but they at least hear us on this issue. If it really screws us up at launch, I see this as a critical item they will monitor extremely closely.

That's all I can ask for.

bsphill - I'm with you, but I doubt we will get answers at that level of detail!
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#12 Aug 25 2010 at 8:32 PM Rating: Decent
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koromaseraph wrote:
No disrespect to Elmer ofcourse but in that zam story you say
Quote:
Fans are torn

From what ive seen on every website ive visited they're not. They are 100% unified against the fatigued/surplus exp thing.

My question is are some Japanese players in support of it?


Nah, I've seen nothing to suggest that everyone is 100% unified on the subject. There's plenty of people on this site in support of it. Many more who are indifferent and probably others who aren't speaking up about it.

That was a much better explanation than we had before and the over-sensitive will be pleased to see he did some damage control regarding some of tanaka's comments. That was inevitable. It'll be interesting to see how it works during open beta. No doubt everyone will be testing it out...

Edited, Aug 25th 2010 10:33pm by TwistedOwl
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#13 Aug 25 2010 at 8:32 PM Rating: Decent
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No, I'm reading it as if you hit 8k, and then switch to another class for say another 8k, you might get 2-4k back on the first class.
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#14 Aug 25 2010 at 8:35 PM Rating: Excellent
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SkinwalkerAsura wrote:
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Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.


If I understand this correctly...using Elmer's example: You could use 2k of your 8k max, wait 2 days and be back at a full 8k...kind of like vacation time where you have a set maximum, use some of it and it gradually replenishes itself...but you cannot go over your maximum. Anyone else reading this that way?


Yeah that's pretty much what I read there (thank you for a good translation, Elmer)

It doesn't really HELP the issue, but it does clarify the mechanics involved.

The next question then becomes: Where does this magical standard number come from?

Seriously, why have this system at all? Guardian's Favor is probably enough by itself to boost up more casual players since it only refreshes itself like every 12 hours. He also said that giving a reward for large amounts of surplus exp would defeat the point of the system...... which is WHAT?

Even though this clarified some things, it doesn't change my opinion that putting a limit on the amount of fun I can have doing something is a bad bad bad idea
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#15 Aug 25 2010 at 8:36 PM Rating: Decent
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I wonder if it will recover when you are logged off...
#16 Aug 25 2010 at 8:36 PM Rating: Good
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koromaseraph wrote:
No disrespect to Elmer ofcourse but in that zam story you say
Quote:
Fans are torn

From what ive seen on every website ive visited they're not. They are 100% unified against the fatigued/surplus exp thing.

My question is are some Japanese players in support of it?


Actually, I'm fine with it. I'm not actively supporting it, but I don't see it affecting me so I couldn't care less Smiley: grin

Fixed, thanks Eske!

Edited, Aug 26th 2010 5:57am by Wint
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#17 Aug 25 2010 at 8:40 PM Rating: Excellent
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Wint wrote:
couldn't care less


Fixed that for you. Smiley: schooled

/grammarnazi


We just went through this on a thread in the asylum, so it happened to be on my mind. I know, I know, I'm a douche.



Edited, Aug 25th 2010 10:40pm by Eske
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#18 Aug 25 2010 at 8:42 PM Rating: Excellent
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No, I'm reading it as if you hit 8k, and then switch to another class for say another 8k, you might get 2-4k back on the first class.


Ah, yes. Rereading it that makes much more sense.

Edit: Actually, the way I thought it worked the first time would make much more sense, but it is what it is.

Edited, Aug 25th 2010 7:44pm by SkinwalkerAsura
#19 Aug 25 2010 at 8:46 PM Rating: Excellent
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The standard rate of point acquisition seems to simply be based on what an average player could be expected to earn during an average play session.

As Komoto stated, taking a break from a certain class will cause the limitations to decrease, so you can technically "recover" back to 100% point acquisition without needing to wait a full week.
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#20 Aug 25 2010 at 8:46 PM Rating: Good
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Archmage Callinon wrote:
SkinwalkerAsura wrote:
Quote:
Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.


If I understand this correctly...using Elmer's example: You could use 2k of your 8k max, wait 2 days and be back at a full 8k...kind of like vacation time where you have a set maximum, use some of it and it gradually replenishes itself...but you cannot go over your maximum. Anyone else reading this that way?


Yeah that's pretty much what I read there (thank you for a good translation, Elmer)

It doesn't really HELP the issue, but it does clarify the mechanics involved.

The next question then becomes: Where does this magical standard number come from?

Seriously, why have this system at all? Guardian's Favor is probably enough by itself to boost up more casual players since it only refreshes itself like every 12 hours. He also said that giving a reward for large amounts of surplus exp would defeat the point of the system...... which is WHAT?

Even though this clarified some things, it doesn't change my opinion that putting a limit on the amount of fun I can have doing something is a bad bad bad idea


You took the words right out of my mouth.
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#21 Aug 25 2010 at 8:51 PM Rating: Good
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Yeah it's still definitely not right. They should just use rested XP, that's the standard.
#22 Aug 25 2010 at 8:54 PM Rating: Good
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I wonder if it will recover when you are logged off...
Can only assume it would. That'd be evil if it didn't.
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#23 Aug 25 2010 at 8:56 PM Rating: Excellent
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Why don't they just start all characters with a ring or something that can be activated for an experience boost only every so often. That way your giving a bonus to people who are paying to play but that cant play much, but still NOT PUNISHING people who are also paying who have more time to play?
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#24 Aug 25 2010 at 8:59 PM Rating: Excellent
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I'm sorry, but in my opinion, ANYTHING like a "limiting system" is bad. This is the ONE type of thing that might kill the game for me. I may now cancel my pre-order. Anything else, I would have been ok with.

It seems like they are punishing people who have more time on their hands? Don't get me wrong, I'm not one of them, I am lucky if I get to play a couple hours a day during the week, but so what? What about people who have the time and the ability, they are punished for it? Made to not play, or play another job that they might not want to play?

If they want the game to be more casual friendly, they need to do so by helping the casuals by giving them a boost, not by punishing people who are not as casual. Giving is always better than taking away or limiting.
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#25 Aug 25 2010 at 9:02 PM Rating: Decent
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PinkMermaid wrote:
Why don't they just start all characters with a ring or something that can be activated for an experience boost only every so often. That way your giving a bonus to people who are paying to play but that cant play much, but still NOT PUNISHING people who are also paying who have more time to play?
Like FFXI. Which worked fine. Why must they ruin good ideas?
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#26 Aug 25 2010 at 9:03 PM Rating: Excellent
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Quote:
Sorry, new thread, dead horse, etc... but here is the explanation from the JP beta site.


Elmer your translation is alot clearer den the FFXIVcore version, and we thanks you for taking time to do it. Your translation has always been accurate. Especially the part on 8hr worth of xp, thats quite important to note.

If i'm reading this correctly

Quote:
Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.


IMHO as someone who need to go to work, Playing only 2hr~3hr on a weekday den resting/working for the rest of the day will likely recover back to the full 100%, only weekend where its possible to play 15hrs in a row that could be a problem.

If this is the case its not as bad as the rumors made it... like SE have mention hardcore gamer ain't going to like this.

Edited, Aug 26th 2010 3:05am by Sleepymagi

Edited, Aug 26th 2010 3:06am by Sleepymagi
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#27 Aug 25 2010 at 9:04 PM Rating: Good
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That's true but in order for it to be a "catch-up" they'd have to be giving them something they're not giving us. If it was giving casual players some sort of EXP ring without giving it to hardcore players, the hardcore players would just be complaining that they don't get to have the EXP ring too.
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#28 Aug 25 2010 at 9:06 PM Rating: Excellent
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Precisely why rested xp is the best system for this.
#29 Aug 25 2010 at 9:07 PM Rating: Good
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So how will this affect people who will be using the "Garland Goggles"? Will they reach surplus XP faster? I'm getting the CE w/ the helm so it wont affect me ,just curious ?
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#30 Aug 25 2010 at 9:09 PM Rating: Excellent
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Actually, I'm fine with it. I'm not actively supporting it, but I don't see it affecting me so I could care less Smiley: grin


So, in 6 months, when more new "casual" gamers arrive, are they going to cut the xp before fatigue in half to make sure those of us who have been there since launch did not have an "unfair" advantage of staying ahead of their level?

Better yet, are they in a year going to demand that we sacrifice half our class levels to those who just joined so they're not at a severe "disadvantage"?

It troubles me that the ethical implications of corporations micromanaging their customer's paid playtime are so easily shrugged off by some people.

It's your opinion, and you have every right to it, but I can't help but think of how many situations people apply that "it doesn't affect me, so I couldn't care less".

My one fear is that one day it will, and by then there will be nobody left to stand with you.
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#31 Aug 25 2010 at 9:10 PM Rating: Excellent
Quote:

IMHO as someone who need to go to work, Playing only 2hr~3hr on a weekday den resting/working for the rest of the day will likely recover back to the full 100%, only weekend where its possible to play 15hrs in a row that could be a problem.

If this is the case its not as bad as the rumors made it... like SE have mention hardcore gamer ain't going to like this.


I was thinking the same till someone pointed out the "if you hit the limit" part. So does that mean you HAVE to hit the limit or can you do your main job for half the limit, change to another job for half the cooldown time, then go back to your main and be at full?
#32 Aug 25 2010 at 9:13 PM Rating: Good
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Quote:
Precisely why rested xp is the best system for this.


I agree that that would be the best option from my perspective. But SE is really ****-bent on casual players catching up with hardcore players (at least level-wise). And honestly, while rested EXP is the fairest system, it would not do a very good job of actually keeping the players on an even footing. Hardcore players would get rested EXP, too. Not as much, but unless a "casual" player is one that logs out for days at a time, they aren't going to get enough more than the "hardcore" player for it to matter. It was that way in WoW, too. I think SE is aware that the rested EXP system doesn't actually close the gap the way limiting the hardcore players would. (Though please understand that I'm not advocating the surplus system, just explaining why the rested EXP scenario is not an equivalent in the eyes of SE. In my opinion I don't think casual players would be complaining much about "not catching up" to hardcore players. I think that's kind of something they accept to be true when they decide to buy the game. Even this system isn't going to close gaps between people who can play less versus more, due to discrepancies in things like gear and time for end-game activities when that becomes an issue.)

Edited, Aug 25th 2010 11:15pm by Kaelia88

Edited, Aug 25th 2010 11:16pm by Kaelia88
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#33 Aug 25 2010 at 9:16 PM Rating: Decent
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Re-Re-Re-reading it,

Quote:
The limitation on the amount of points you can attain is set on a weekly timer. Once it passes a week since you first began leveling a particular skill, the limitation resets to zero. After it resets, it will come into effect again once you begin work on that skill once more.

Even if you are hit with this limitation during a one-week period, its detrimental effects decrease if you do not level that particular class. You can even recover back to the full 100% rate of point acquisition, so you do not always have to wait the full week for the limitations to go away.


It's either an incremental thing (xp average/7 days) that occurs 1/day so you can recover a little bit at a time, and with the comment about leveling that PARTICULAR class, it sounds like another class can help with the surplus reduction (which didn't seem to quite work as planned in Beta 3).

So, if you surplus and log off, wait a week to 100%. If you hit 14% (1 day's worth), and wait a day, you might (depending on reset frequency) be fine tomorrow. If you level something else, you might get some bonus off the rest of them that are stuck in surplus mode.

I'm not 100% against this, as long as the 'average' isn't my buddy who wears all hand-me-downs at level 75 and is still fighting 10 xp mobs for giggles, and never showed up with a regen potion to a party. (yes, I know a guy like this, and if he wasn't a friend in RL...)
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#34 Aug 25 2010 at 9:17 PM Rating: Excellent
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I still don't care for any limiting system whatsoever. Give out bonuses if you want, but not limits.

I never really saw surplus in the beta, but I also wasn't trying hard to really progress, I was ******** around a lot.

Once I buy the retail game and am on a regular play schedule (which, yes, will be 25-35 hours a week), I'll know more. If I find myself getting hampered by it, then I'll figure out what I'm doing come October 22nd.

Edited, Aug 25th 2010 11:18pm by Mikhalia
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#35 Aug 25 2010 at 9:23 PM Rating: Good
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I don't see the point of wanting to keep "casual" players on par with "hardcore" players. Why would you want to reward your players for playing less and punish them for playing more? Is this some sort of crazy ploy to allow people to still make strong characters while keeping the server load lighter and still getting the same monthly fee?
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#36 Aug 25 2010 at 9:23 PM Rating: Decent
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Stole this off FFXIV Core:

Quote:
*Addendum: the version I translated apparently had a couple lines added to it at some later time. This addition may be important for some of you. "Even if you reach the XP limit mid-week, your fatigue will recover in the time not spent skilling up. The one week period is simply a guarantee that it WILL recover then no matter what."


That should help, at least, THAT part of the conversation. Help it become more hazy, I'm sure, but help nonetheless... *grabs his lantern and heads back into the fog*.
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#37 Aug 25 2010 at 9:24 PM Rating: Excellent
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Two quotes that pretty much put to rest the idea that this is referring to "bonus" xp are as follows (there are more):

Quote:
"The limitation on the amount of points you can attain is set on a weekly timer."

and
Quote:
"The subsequent 7 hours' worth will gradually see one's attainable skill points and experience points fall to 0."


There can be no doubt that he is not referring to people getting an xp bonus for playing less than 8 hours a week, he directly refers to people playing over this as receiving a limitation on the amount of points they can obtain on a weekly timer, and confirms that the attainable skill and experience points will fall to 0 once an additional 7 more hours have passed.

So yes, give casual players bonus xp, don't punish those who want to play more.
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#38 Aug 25 2010 at 9:27 PM Rating: Excellent
Quote:

It's either an incremental thing (xp average/7 days) that occurs 1/day so you can recover a little bit at a time, and with the comment about leveling that PARTICULAR class, it sounds like another class can help with the surplus reduction (which didn't seem to quite work as planned in Beta 3).

So, if you surplus and log off, wait a week to 100%. If you hit 14% (1 day's worth), and wait a day, you might (depending on reset frequency) be fine tomorrow. If you level something else, you might get some bonus off the rest of them that are stuck in surplus mode.


This is what I thought when I first read it, and if that's how it works then it should work fine for a person like me who will probably only get 4 hours max a day during the week.
Quote:

I'm not 100% against this, as long as the 'average' isn't my buddy who wears all hand-me-downs at level 75 and is still fighting 10 xp mobs for giggles, and never showed up with a regen potion to a party. (yes, I know a guy like this, and if he wasn't a friend in RL...)


I used to live with my RL friend that did this. Every time we'd go on a mission that required them I would hear from his room; **********! I forgot prism powders and sneak oils" >:O
#39 Aug 25 2010 at 9:28 PM Rating: Excellent
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Mikhalia the Picky wrote:
I still don't care for any limiting system whatsoever. Give out bonuses if you want, but not limits.

I never really saw surplus in the beta, but I also wasn't trying hard to really progress, I was ******** around a lot.

Once I buy the retail game and am on a regular play schedule (which, yes, will be 25-35 hours a week), I'll know more. If I find myself getting hampered by it, then I'll figure out what I'm doing come October 22nd.

Edited, Aug 25th 2010 11:18pm by Mikhalia


Yeah I'm pretty much in the same boat... and I've got between 3 and 5 other people starting the game with me

Quote:
I don't see the point of wanting to keep "casual" players on par with "hardcore" players. Why would you want to reward your players for playing less and punish them for playing more?


Exactly this.. not only is it unrealistic to try and keep casual and hardcore players on the same level, it's harmful. For one thing you end up with area overcrowding unless players are allowed to progress at different speeds. For another thing, being punished for playing a game I pay for every month (same amount as the other group.. whichever other group that is mind you) is not something I enjoy the thought of, and will probably enjoy the reality of even less.

October 22nd will be telling
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#40 Aug 25 2010 at 9:30 PM Rating: Good
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"In the time not spent skilling up..."

Does that mean people could abuse the system by, say, hitting surplus on their gladiator, and then swapping to lancer and leaving their character online for the night?
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GUDare wrote:
Stole this off FFXIV Core:

Quote:
*Addendum: the version I translated apparently had a couple lines added to it at some later time. This addition may be important for some of you. "Even if you reach the XP limit mid-week, your fatigue will recover in the time not spent skilling up. The one week period is simply a guarantee that it WILL recover then no matter what."


That should help, at least, THAT part of the conversation. Help it become more hazy, I'm sure, but help nonetheless... *grabs his lantern and heads back into the fog*.
Not really. ¬_¬ Why do they keep giving these foggy, pseudo-explanations? Just say what will happen. Does it reset at a JP midnight on Monday like FFXI did with conquest tallying?
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#42 Aug 25 2010 at 9:32 PM Rating: Good
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Archmage Callinon wrote:
Mikhalia the Picky wrote:
I still don't care for any limiting system whatsoever. Give out bonuses if you want, but not limits.

I never really saw surplus in the beta, but I also wasn't trying hard to really progress, I was ******** around a lot.

Once I buy the retail game and am on a regular play schedule (which, yes, will be 25-35 hours a week), I'll know more. If I find myself getting hampered by it, then I'll figure out what I'm doing come October 22nd.

Edited, Aug 25th 2010 11:18pm by Mikhalia


Yeah I'm pretty much in the same boat... and I've got between 3 and 5 other people starting the game with me


I -had- three other people starting the game with me. My fiancee still will but my two friends have both canceled their preorders and told me to let them know how it turns out and they may try XIV later, depending on "how bad surplus XP is".

So even though I'll still be buying it, two people I was looking forward to starting with will be waiting to figure out what's up in retail -before- plunking down their $50.
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#43 Aug 25 2010 at 9:34 PM Rating: Good
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Quote:
Not really. ¬_¬ Why do they keep giving these foggy, pseudo-explanations? Just say what will happen. Does it reset at a JP midnight on Monday like FFXI did with conquest tallying?


It resets a week after you pick up your weapon and start gaining EXP on that class. It's personalized, somewhat like Limbus soap was personalized as the recharge was determined by the time when the first person entered. At least from what I've gathered.

Edited, Aug 25th 2010 11:37pm by Kaelia88
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#44 Aug 25 2010 at 9:35 PM Rating: Excellent
Quote:
"In the time not spent skilling up..."

Does that mean people could abuse the system by, say, hitting surplus on their gladiator, and then swapping to lancer and leaving their character online for the night?


Hopefully "time not skilling up" includes time you are not logged on, otherwise it's just cruel.
#45 Aug 25 2010 at 9:35 PM Rating: Excellent
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Thinking I should start my 1st character in Ul'Dah ,so when I see the tumble weeds roll by on October 22 they wont seem out of place.
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#46 Aug 25 2010 at 9:36 PM Rating: Good
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78 posts
"If we made leveling your character worthwhile, people would actually want to keep playing our game. Which is just not something we are interested in at this time."
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#47 Aug 25 2010 at 9:36 PM Rating: Good
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I think SE vision for this system is two-fold,

1. keep "casual" players on par with "hardcore" players, or help casual player keep up.

2. To promote/force players to try out the other class (especially the DoH/DoL) to balance the economy/game.

I think the vision 2 is the problem.
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#48 Aug 25 2010 at 9:40 PM Rating: Default
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Quote:
First, the concept was to achieve a balance which would allow those with little time to enjoy FFXIV to get more out of their play time, and above that, create a game that does not force you to spend long hours playing it. To that end, we implemented Guardian's Favor, which adds a bonus to Guildleve, and makes it easier to level in shorter amounts of time.

To balance this out, we came up with a hypothesis regarding what amount of skill points and experience one was likely to earn in an hour. Think of this as a rate at which a player can fight battles, do Guildleves or skill-up.


So, basically it's an EXP adjustment because everyone would have access to Guardian's Favour (and therefore more hardcore players would outstrip their casual counterparts in advancement). Not a great justification, but at least we have it.

Quote:
The lack of explanation regarding these adjustments was a mistake on our part for which we sincerely apologize. ...Lastly, as director of this title, I wish to deeply apologize for the lateness of my comments due to my absence while attending Gamescom. In addition, articles written during my trip contained much speculation, outdated information and mistranslations which only invited more confusion. In the future, I will do my best to make direct, official statements in a timely manner. I humbly ask for your understanding regarding this matter.


There's the apology people were looking for (although it would be nice to have it in multiple languages so non-Japanese beta testers/communities would feel less isolated from the developers).

Quote:
The numbers behind these limitations are all still under development, and we plan to adjust them according to player feedback in an effort to make them less severe. In particular, we are considering making the decline in points less drastic and are already hard at work on it.


At least they know it needs improvement.
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#49 Aug 25 2010 at 9:45 PM Rating: Good
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SkinwalkerAsura wrote:
Quote:
"In the time not spent skilling up..."

Does that mean people could abuse the system by, say, hitting surplus on their gladiator, and then swapping to lancer and leaving their character online for the night?


Hopefully "time not skilling up" includes time you are not logged on, otherwise it's just cruel.


It literally means all the time spent not skilling up. That's what the OP explains, you're not reaching 0exp gained for playing 15 hours real time on the same class, but when you've reached "15 hours worth" of experience according to whatever the average exp/hr turns out to be within 1 week's time. I think, **** that's giving me a headache thinking about it. How they figure out the average or suggested exp/hr is another discussion all together.

But that explains why I was able to avoid seeing surplus exp in the beta despite being logged on so often. I saw a hit to my physical exp(was only getting roughly 75% worth @ closing time this evening), but never hit surplus on any 1 class because my a.d.d. playstyle was in full effect and I spent a lot of time sitting at the 1st camp yapping with folk instead of playing.

Edited, Aug 25th 2010 11:46pm by TwistedOwl
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#50 Aug 25 2010 at 9:45 PM Rating: Decent
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Mikhalia the Picky wrote:
25-35 hours a week)

Edited, Aug 25th 2010 11:18pm by Mikhalia


Example -

If you XP 8 hours/wk on Conjurer, 8 hours/wk on Thaumaturge, 8 hours/wk on Harvester, and spent 8 hours doing leves, missions, crafting, exploring, buying/selling items, is this not enough time?
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#51 Aug 25 2010 at 9:48 PM Rating: Decent
3 posts
I wonder if this surplus system will help to deter RMT. Isn't it important for them to be able to level grind very quickly to keep up their supply of characters?

Just a thought.
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