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#1 Oct 18 2010 at 4:45 PM Rating: Decent
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So I finally got hit by fatigue. Does anyone know how long it usually lasts?
#2 Oct 18 2010 at 4:46 PM Rating: Default
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http://www.youtube.com/watch?v=abE09-tqhoM
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#3 Oct 18 2010 at 4:59 PM Rating: Decent
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Seen the video, but what the video doesn't explain is: Some people are saying that it slowly goes away when you're not playing the job. It's not a strict 8 hours per week and that's final. I know that's not true because I know for a fact I've leveled some jobs well over 8 hours in a week but spaced out. I'm asking once you actually hit it how long does it take before it wears off? Because it's not a 8 hour a week thing obviously since it dwindles away.
#4 Oct 18 2010 at 5:13 PM Rating: Good
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I don't know when the fatigue reset is but it gets 100% reset every week. I only hit it once in my first week playing (I was on vacation) and it went away a day later because of the reset.
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#5 Oct 18 2010 at 5:21 PM Rating: Decent
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The video explains fatigue as a Step system.

There is a set exp amount SE determines for you (it might scale with your level, but I am not sure).

If you go over 1x that you will be penalized x amount etc.

If you are not leveling the job the Exp build up drains away. I don't think anyone knows how fast.

It is not 8 hours a week. It is all based on Exp.

In fact if your exp gain rate is slower than the exp penalty attrition rate you can exp indefinitely. (though pointlessly, since you are doing it too slow.)

Not sure if that answers your question?

Each job have their own fatigue, so if you see your exp bar turn yellow, go do another job(s) and come back in a few hours, it should turn back to white already.
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#6 Oct 18 2010 at 6:12 PM Rating: Default
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This is the most retarded thing I think anyone has ever done to a game. . .one step closer to quitting SE. . .I probably would right now but the members site is under maintenance, and I'll temporarily forget when I get up in the morning. . .
#7 Oct 18 2010 at 6:31 PM Rating: Default
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It is no different then a rested bonus some games have.

Not sure why you would think its so horrible.

You have to be a serious grinder to hit the 0% Exp penalty, and if you are grinding that much (IMHO) it is a good idea SE stops you. It is like a bartender stop serving drinks. The patron has a serious issue and more will just ruin his life.
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#8 Oct 18 2010 at 6:37 PM Rating: Default
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If there's a fatigue system on grinding for exp how about one for grinding the Market Wards? How about once you've spent a few hours wandering around the wards looking in all the retainers you get kicked out and told you can't do any more shopping until your shopping fatigue is reset.

Oh hang on, they don't need to implement that because it's such a monotonous task people will likely fall asleep or hurl their monitor out the window before long anyway.
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#9 Oct 18 2010 at 6:41 PM Rating: Default
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Except SE calls it Fatigue, and Blizzard calls it BONUS xp. . .
You don't attract people to features of your games by making them sound negative.
In fact it seems like SE has purposely gone out of their way to make the game as dismal as they possibly can, I can't even imagine why players would want to torture themselves playing a video game that's supposed to be enjoyable. . .I've pretty much given up on crafting. . .it's WAY too tedious and not the least bit fun imo. . .I'm barely gathering. . .mostly because there's WAY too many items to collect and not near enough space to store/bazaar it. . .and it's a huge pita lag fest to even try to sell items to npc vendors. . .travel is atrocious. . .now i'm starting to hear more and more people mention fatigue as people get higher. . .and all there is to do is grind the same squirrels over and over and over. . .

see, fatigue wouldn't be the only reason.
#10 Oct 18 2010 at 6:50 PM Rating: Decent
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leydun wrote:
Except SE calls it Fatigue, and Blizzard calls it BONUS xp. . .

And I think sooner people realize that calling something different doesn't make it different, the better this entire world well be.
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#11 Oct 18 2010 at 6:57 PM Rating: Default
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PERCEPTION is what i'm talking about. . .
and don't play like you don't know what I'm talking about
Fatigue= negative
Bonus= positive

it's all in the wording. . .even if it's the same thing, why would you want people to THINK they're being penalized?
#12 Oct 18 2010 at 7:01 PM Rating: Decent
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leydun wrote:
PERCEPTION is what i'm talking about. . .
and don't play like you don't know what I'm talking about
Fatigue= negative
Bonus= positive

it's all in the wording. . .even if it's the same thing, why would you want people to THINK they're being penalized?

Let me try it in another way :)

And I think sooner people let their perception altered by wording and believes that something is different when it is in fact the same thing, the better this entire world well be.
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#13 Oct 18 2010 at 7:03 PM Rating: Default
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btw. . .it's not the same thing. . .you're just delusional
#14 Oct 18 2010 at 7:08 PM Rating: Default
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leydun wrote:
btw. . .it's not the same thing. . .you're just delusional

K... Let say you need 3000 exp go to next level. The game has a Exp Bonus of 10% if you only play for 8 hours at a time.

Or you can have 2700 exp for next level. The game has 0 exp bonus of 10% if you only play for 8 hours at a time.

Now you can make that bonus to 20% and the duration for 4 hours or that bonus to 5% and the duration to 16 hours. It will still be the same.

It is all about average. A MMORPG's mechanics design is nothing more than a big spreadsheet of averages. The game designers have a target average in mind for their group and will built the system to enforce that average.

Whether they can make the average "appealing" by giving you a huge bonus but have a corresponding raise in needed exp to level

or giving you a huge penalty with corresponding decrease in needed exp to level

It is the same thing.

The same logic can be applyed to real life - a sale isn't always a sale. Not having a sale doesn't always mean you lose money.
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