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How the Fatigue system worksFollow

#1 Jan 16 2011 at 3:13 PM Rating: Good
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Note: This video does not belong to me, however I found it very informative. The general idea is that the fatigue system (before taking into consideration exploits and bugs that were abused like a Moogle at an anime convention)
evens out hardcore players and casuals..when it works.
http://www.youtube.com/watch?v=abE09-tqhoM&NR=1


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#2 Jan 16 2011 at 3:18 PM Rating: Good
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Does not do that anymore. They made the system trivial and increased the grind instead. Masses definitely got what they deserved there.
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#3 Jan 16 2011 at 3:18 PM Rating: Good
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Late to the party bro.

http://ffxiv.zam.com/forum.html?forum=152&mid=1284333767279749847&howmany=50
Video's been posted. There has been many changes to the exp now, im not even sure this is relevant anymore.

Edited, Jan 16th 2011 4:22pm by KingKon
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#4 Jan 16 2011 at 3:22 PM Rating: Good
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Kind of doubt ( and hope) its had that drastic of a change since release day, especially considering there are a few people in my LS who managed to hit "bonus" (past the 8th treshold) experience points and sp for land jobs.

I know I'm a little late as well, but I see a thread saying "Sp is broken" or "SP is fine, l2p" at least once a week, so I was kind of hoping this would prevent a few of those ^^;
#5 Jan 16 2011 at 3:26 PM Rating: Excellent
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Uryuu wrote:
Kind of doubt ( and hope) its had that drastic of a change since release day, especially considering there are a few people in my LS who managed to hit "bonus" (past the 8th treshold) experience points and sp for land jobs.

I know I'm a little late as well, but I see a thread saying "Sp is broken" or "SP is fine, l2p" at least once a week, so I was kind of hoping this would prevent a few of those ^^;

Really? I was under the impression that there was a huge overhaul, with regular mob exp gain, group exp gain, and even class specific exp gain (con and healing come to mind).

Also, i wasn't saying you were late the influx of "sp is broken" threads. You're late cus its been posted already.
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Aurelius wrote:
I too recall the days of my childhood when an empty cardboard box and a little imagination could be one of the most entertaining things in the world. Of course, as my experiences evolved so too did my interests and my tastes in entertainment and while I could probably still find limited entertainment value in a large enough empty cardboard box, I certainly wouldn't pay someone a monthly fee for the privilege of access to it.
#6 Jan 16 2011 at 3:33 PM Rating: Good
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No wonder so few people know how it works ><

That thread is buried deeper than Cerberus' chewbones.

I was quite aware if would have been posted at least once, however it really needs to be added to the FAQs and/or stickied itself.

Last post was "Posted: 2010-09-21 05:04:54" in that thread ;(

And yeah, there was a huge overhaul...it was called removing random in favor of static and lowering the gain from healing to be equal to other abilities ^^; Other than that, the system, as far as the players have been informed and can see, remains unchanged in its fundamental design.

Also, I would have necro'd...but I look down upon such practices, as it encourages people to dig up old things that should probably be left alone <.<

Edited, Jan 16th 2011 3:38pm by Uryuu
#7 Jan 16 2011 at 3:35 PM Rating: Excellent
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Yeah, some people asked for it to be sticky'd, but it never was. Again, im not even sure if it's relevant anymore. Props if you necro-bump it though.

I think Doctormog did a pretty good job explaining exp and how to gain it effectively in a few of his videos. You can find some here.

Edited, Jan 16th 2011 4:39pm by KingKon
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Aurelius wrote:
I too recall the days of my childhood when an empty cardboard box and a little imagination could be one of the most entertaining things in the world. Of course, as my experiences evolved so too did my interests and my tastes in entertainment and while I could probably still find limited entertainment value in a large enough empty cardboard box, I certainly wouldn't pay someone a monthly fee for the privilege of access to it.
#8 Jan 16 2011 at 3:45 PM Rating: Excellent
KingKon wrote:
Yeah, some people asked for it to be sticky'd, but it never was. Again, im not even sure if it's relevant anymore. Props if you necro-bump it though.

I think Doctormog did a pretty good job explaining exp and how to gain it effectively in a few of his videos. You can find some here.

Edited, Jan 16th 2011 4:39pm by KingKon



Actually, it is in a sticky.
#9 Jan 16 2011 at 3:45 PM Rating: Decent
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They should make the mobs give more SP (at least the red ones. those should give ********* more) and the fatigue system harsher.
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#10 Jan 16 2011 at 3:52 PM Rating: Excellent
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Osarion, Goblin in Disguise wrote:
KingKon wrote:
Yeah, some people asked for it to be sticky'd, but it never was. Again, im not even sure if it's relevant anymore. Props if you necro-bump it though.

I think Doctormog did a pretty good job explaining exp and how to gain it effectively in a few of his videos. You can find some here.

Edited, Jan 16th 2011 4:39pm by KingKon



Actually, it is in a sticky.

Will you look at that, it is in a sticky. Well, i guess we all learned something today.

And knowledge is half the battle.

Colbyn genocide being the other half of the battle.
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Aurelius wrote:
I too recall the days of my childhood when an empty cardboard box and a little imagination could be one of the most entertaining things in the world. Of course, as my experiences evolved so too did my interests and my tastes in entertainment and while I could probably still find limited entertainment value in a large enough empty cardboard box, I certainly wouldn't pay someone a monthly fee for the privilege of access to it.
#11 Jan 16 2011 at 3:52 PM Rating: Good
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Lol, sorry Big O, never noticed that in the sticky before o.O

Just shows how (in)attentive I am...

Guess we can lock and bury this one now =p

Edited, Jan 16th 2011 3:53pm by Uryuu
#12 Jan 16 2011 at 3:58 PM Rating: Excellent
Well actually... is this video relevant anymore? I was under the impression that, while the EXP/SP system did change, the surplus system did not? Is that actually the case, or no? If not I'll pull that link out of the sticky.
#13 Jan 16 2011 at 4:05 PM Rating: Good
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As far as I know the surplus system remained the same, just the way in which sp and exp were gained changed from random to static. As I've said, a few of my LS members managed to get varying levels of "bonus" (surplus) exp and sp.
#14 Jan 16 2011 at 4:11 PM Rating: Good
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There have been no formal indications that surplus has changed, and there doesn't appear to have been any noticeable differences in my own acquiring of fatigue. I think it's safe to assume that 'surplus' functions the same way as it did at launch.

Edited, Jan 16th 2011 5:13pm by volta1
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#15 Jan 16 2011 at 4:50 PM Rating: Default
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Uryuu wrote:
Note: This video does not belong to me, however I found it very informative. The general idea is that the fatigue system (before taking into consideration exploits and bugs that were abused like a Moogle at an anime convention)
evens out hardcore players and casuals..when it works.
http://www.youtube.com/watch?v=abE09-tqhoM&NR=1


* Created By:
Christian Malazarte "Chainspell"
Voice By:
Steve Petitt




Glad you saw the video but yeah its been around since August or so :D

The main reason its not really rellevent anymore is that it's near impossible to hit the cap now.
Example, I went from rank 38 to 50 in about 2 weeks, I never once hit red fatigue and I know I saw the experience decline as very minimal. You basically drop from 140 to 130 to 120. After 6 times of seeing "your skill bonus rank increases" I eventually saw 60 sp a kill. Only, by that time I had also gained 4 levels and I attribute that to the decline more than the fatigue.

You can hit fatigue going from 1 to 18 in a day or two, but even then, its minimal at best.

With the old SP system fatigue would hit you hard, dropping your SP from 500 a kill to 450, with a sharp decline of say 50 SP per rank of it.

I've noticed Fatigue to be about a 10% reduction in SP, but it never seems to go much beyond that, even after 4 fatigue rank increases. However at 100 sp a kill, its only about 10 sp less per kill after about 80,000 sp in a week.

Edited, Jan 16th 2011 5:51pm by Eadieni
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#16 Jan 17 2011 at 2:14 AM Rating: Decent
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Agreed, the surplus is a lot more tolerable now. After hitting surplus, I could gain another 40-50k SP in 4-5 hours and still be getting 90% SP.

I just grind through surplus nowadays.

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#17 Jan 17 2011 at 2:38 AM Rating: Good
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Threx wrote:
Agreed, the surplus is a lot more tolerable now. After hitting surplus, I could gain another 40-50k SP in 4-5 hours and still be getting 90% SP.

I just grind through surplus nowadays.



It is pretty much the same. The only real change is that I grind with 1 or 2 people instead of 5-10 people. Surplus is much worse now that it is a direct cut from SP rather than a reduction of the top end of SP.

Even though it is "worse", I enjoy not having the random Skill Ups.
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