Forum Settings
       
This Forum is Read Only

FFXIV to limit rewarded playtime?Follow

#1 Sep 09 2010 at 10:12 AM Rating: Default
2 posts
Ill try and make this brief. Been around alot of big forums like G4 and FinalFantasyForums to name a couple, and I see where SE announced a "fatigue system" with this game that limits your xp to 15 hrs a week? after that you get 0 xp? Ive read at least 6-7 forums where this is how its explained. Im sure there are some caveauts to this but nonetheless, to limit xp on an xp based game and make people PAY for it is borderline offensive. I consider myself a hardcore MMO player and this just kills the game for me. Ill sit for HOURS at a time and grind on whatever I want but SE tells me I can only do that 15 hrs a week? I wanted to get the ZAM community outlook on this and furthermore let people know that didnt. I know why they are doing it, probobly several reasons from catering to casual gamers to saving money on their side in some obscure way (pulling the casual gamers from WoW maybe?)

Anyway I could rant all day long on this. Just wanted to see this community's thoughts. Will be cancelling my preorder today.

Edited, Sep 9th 2010 12:13pm by kingshroom
#2 Sep 09 2010 at 10:14 AM Rating: Decent
Scholar
Avatar
***
1,449 posts
I would advise you to look in the last 5 or 10 pages of posts which will have included 20-50 threads about this issue.

Hopefully dead and buried, don't bringit back please!!!!!!!!!!!!!!!!!!!!!
____________________________


My FFXIV Blog



#3 Sep 09 2010 at 10:15 AM Rating: Good
Scholar
**
771 posts
It's actually a "Threshold" system, according to the NA Beta Test Site.

It isn't just 15 hours of gaining xp period. There is a set amount of xp for an hour, if you break that threshold more than 8 times in one week you will start getting an exp reduction. However, at any time you aren't gaining experience you "recover" from the amount of time you have towards the threshold.
#4 Sep 09 2010 at 10:17 AM Rating: Decent
Scholar
**
764 posts
you can also level other classes or gather/craft (which are good things to do anyway, at least splicing classes) without penalties. I agree its a lame idea, but there is a lot of ways around it at least.
____________________________


#5 Sep 09 2010 at 10:24 AM Rating: Excellent
8 posts
Well, i think they are limiting the amount people can do because they dont want people to be max level by week 2 and run out of things to do. when you need to try other things, theres a better chance that you will find something you can have fun doing, like crafting as opposed to grinding rats. Also, it gives them more time to work on the new content for the future without having to worry as much about people getting bored with the high level stuff (if there is any). I do agree that its a bit offputting, and i am not a total hardcore player, but i think i play more than average. im going to give it a shot though, i sorta enjoy beta, i think they have a lot of work to do but im willing to give it a go =). however i might as well add that if it was a fatigue system like in allods online (a F2P MMO) then it would not be as bad as some people might think. this is just my opinion, so im not arguing like some trolls would ^-^ cheers
#6 Sep 09 2010 at 10:25 AM Rating: Decent
2 posts
I looked on the first couple pages and didnt see anything. Didnt search tho so sorry about that but still good to hear input from you all that already know about it. maybe explain something that sheds some light on it and doesnt make it look so bad but dont think that can happen.
#7 Sep 09 2010 at 10:28 AM Rating: Decent
Scholar
**
771 posts
Well, I so far haven't hit the threshold at all, and I was even in the Closed Beta for a week where people were supposedly hitting it like crazy.
#8 Sep 09 2010 at 10:29 AM Rating: Decent
Official explanation of surplus/threshold/bonus system. First link to appear in a good search for "final fantasy xiv surplus explanation".
____________________________
FFXI: Edalya, Valefor Server 99WAR/99PLD/99DNC/75DRG (Retired)
FFXIV: Edalya Evenstar, Excalibur Server 46DRG
#9 Sep 09 2010 at 10:29 AM Rating: Decent
Scholar
**
494 posts
why would you cancel preorders based on rumors? EXP isn't very limited. I've been playing non stop for days and it took me until 2 days ago to hit the "bonus" system (its called bonus now and not surplus). And even after that, it just cuts your exp a bit, not fully. I have played -much- longer than 15 hours.
I have a feeling the system is only there to force people to play more than one class so that you don't get an imbalance between crafters and fighters. It doesn't seem like a huge problem to me at all...
#10 Sep 09 2010 at 10:37 AM Rating: Excellent
***
2,815 posts
Quote:
I've been playing non stop for days and it took me until 2 days ago to hit the "bonus" system (its called bonus now and not surplus).


Relevant link is relevant~
____________________________
Minecraft : My anti-MMO
Terraria : My anti-Minecraft
#11 Sep 09 2010 at 10:41 AM Rating: Good
Edited by bsphil
******
21,739 posts
Azurymber wrote:
why would you cancel preorders based on rumors? EXP isn't very limited. I've been playing non stop for days and it took me until 2 days ago to hit the "bonus" system (its called bonus now and not surplus). And even after that, it just cuts your exp a bit, not fully. I have played -much- longer than 15 hours.
I have a feeling the system is only there to force people to play more than one class so that you don't get an imbalance between crafters and fighters. It doesn't seem like a huge problem to me at all...
Yeah, listen to hearsay instead.

The restriction is based on an exp/hour baseline that SE has decided is what you can earn in an hour of leveling. That baseline is entirely hidden, it may be low, it may be high. It may not be much of a problem early on and instead manifest itself as people get better at the game and can get much larger amounts of exp/hour than originally intended by SE. There's a lot of purposeful ambiguity on SE's part right now, so it's tough to say the degree of how much this will impact player progression.

1) If it's going to be a large restriction, why? This is just a solution for a nonexistent problem (people leveling too quickly at release).
2) If it's going to be a small restriction, why bother including it at all? Just scrap it if it won't be making much of a difference.

RattyBatty wrote:
Quote:
I've been playing non stop for days and it took me until 2 days ago to hit the "bonus" system (its called bonus now and not surplus).


Relevant link is relevant~
Hahaha, nice.



Edited, Sep 9th 2010 11:42am by bsphil
____________________________
His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#12 Sep 09 2010 at 10:43 AM Rating: Decent
31 posts
exp is nothing to be worried about... you'll get tons those 15 hours, what is a ton more important is skilling particular classes.
#13 Sep 09 2010 at 10:43 AM Rating: Decent
Scholar
**
771 posts
Here is a better translation of the above from the NA Beta Test Site. That other one is one of the poorly translated leaks from all over the web.

Quote:
Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.
Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.
In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.
Based on this, we have implemented a "threshold value" concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.
For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.
It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.
Any skill points earned in excess of the threshold maximum-that is, at a rate of zero-will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.
The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.

#14 Sep 09 2010 at 10:49 AM Rating: Excellent
Edited by bsphil
******
21,739 posts
ghosthawk09 wrote:
exp is nothing to be worried about... you'll get tons those 15 hours, what is a ton more important is skilling particular classes.
Eh? That's the same thing. "Don't worry about exp, just make sure you get lots of exp"? The restriction is on (AFAIK) class exp, not physical exp.
____________________________
His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#15 Sep 09 2010 at 10:52 AM Rating: Excellent
***
2,815 posts
Surplus affects both physical and skill exp. They say in that interview that they are planning on making surplus take longer to kicking in physical exp however, since you're always getting that.

-Bascially you get a set amount of exp each week on each class, before you start seeing lower exp on that class. Strangely called a 'bonus' now.
-This resets to fresh, every week.
-You can max out on one class, and switch to another class to start getting full progress on that other class.
-The effect cools down slowly when you're not gaining exp on that class.
-Physical exp is also on the system but will take longer to start declining.

That's the jist of it all.
____________________________
Minecraft : My anti-MMO
Terraria : My anti-Minecraft
#16 Sep 09 2010 at 5:14 PM Rating: Decent
31 posts
Quote:
ghosthawk09 wrote:
exp is nothing to be worried about... you'll get tons those 15 hours, what is a ton more important is skilling particular classes.
Eh? That's the same thing. "Don't worry about exp, just make sure you get lots of exp"? The restriction is on (AFAIK) class exp, not physical exp.


thats not what i said... exp and skill are two different things, what i said was skilling your class is going to be for more important than worrying about exp and your physical level.
#17 Sep 09 2010 at 8:16 PM Rating: Decent
Edited by bsphil
******
21,739 posts
ghosthawk09 wrote:
Quote:
ghosthawk09 wrote:
exp is nothing to be worried about... you'll get tons those 15 hours, what is a ton more important is skilling particular classes.
Eh? That's the same thing. "Don't worry about exp, just make sure you get lots of exp"? The restriction is on (AFAIK) class exp, not physical exp.


thats not what i said... exp and skill are two different things, what i said was skilling your class is going to be for more important than worrying about exp and your physical level.
No, they're not. However much skill you earn while killing a mob is totaled when the mob dies, and is awarded to you as exp for that class.
____________________________
His Excellency Aethien wrote:
Almalieque wrote:
If no one debated with me, then I wouldn't post here anymore.
Take the hint guys, please take the hint.
gbaji wrote:
I'm not getting my news from anywhere Joph.
#18 Sep 09 2010 at 8:28 PM Rating: Decent
*
154 posts
I love how they say you get more skill points and are trying to encourage party play, when not a single soul wants to party even when i'm offering to share my guildleves with them.. I pray to god it isn't like this in the full game.
#19 Sep 09 2010 at 8:40 PM Rating: Default
*
172 posts
Quote:
I love how they say you get more skill points and are trying to encourage party play, when not a single soul wants to party even when i'm offering to share my guildleves with them.. I pray to god it isn't like this in the full game.


I've actually noticed from my short experience with FFXI and FFXIV that this community is the most anti-social i've ever seen. No matter how nice I am, buffing people, healing people while they're in combat, inviting them to join me all the time, 95% shrug me off.

I think a lot has to due with the fact SE has yet to get international servers, (I know Japan is elitist and what not but seriously get some outside help!) Half the people i try to help don't even speak my language in both FF MMOs.

As far a the limit, they surplus hasn't bothered me much cause I just play different classes, what ****** me off is the lack of ability to do missions aka Lvlquests. I can't stand grindfest MMOs where all you do is kill the same mobs over and over again. Those seem so 10-15 years ago. I thought we'd advanced to a system of missions or quests in order to get XP, but apparently we're not allowed to do more then 8 quests every 2 days. Why not just reduce the XP gotten by these quests but give some material rewards? (Money, Items, Etc) And allow people to do as many as they please?

People say it's to help crafters, but currently there's no auction house to even sell your crafts effectively. So obviously it's not to help crafters. I don't mind if they want us to lvl slowly, but give us stuff to do if we want to lvl besdies just grinding mobs over and over, I'd welcome a stupid wow quest of kill 10 of these things then come back to just running around randomly killing stuff.
#20 Sep 09 2010 at 10:40 PM Rating: Decent
EDIT: Just went back and read it realizing even I don't understand what the **** I was saying...

Edited, Sep 9th 2010 9:42pm by SamusKnight
____________________________
FINAL FANTASY XIV Roleplayer

Sair Gammonari - Hyur Midlander Male - Conjurer (Somewhat retired.)
Mihana Zhralyia - Miqo'te Seeker of the Sun Female - Archer



#21 Sep 10 2010 at 2:53 AM Rating: Decent
Scholar
Avatar
***
1,449 posts
Quote:
As far a the limit, they surplus hasn't bothered me much cause I just play different classes, what ****** me off is the lack of ability to do missions aka Lvlquests. I can't stand grindfest MMOs where all you do is kill the same mobs over and over again. Those seem so 10-15 years ago. I thought we'd advanced to a system of missions or quests in order to get XP, but apparently we're not allowed to do more then 8 quests every 2 days. Why not just reduce the XP gotten by these quests but give some material rewards? (Money, Items, Etc) And allow people to do as many as they please?


If this is how you feel and FFXI is anything to go by, then this game will REALLY be the wrong kind for you. FFXI was 80% grind...
____________________________


My FFXIV Blog



This forum is read only
This Forum is Read Only!
Recent Visitors: 17 All times are in CST
Anonymous Guests (17)