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Would you be in favour of removing fatigue?Follow

#52 Jan 28 2011 at 12:56 PM Rating: Good
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I see no benifit to me as a player to have fatigue. And where are my Bonus exp going? Its slow enough to get any rank as is. Race to 50? yeah right. And if someone wants to race to 50 who are you to say they should not and be slowed down? (I seen that posted alot). I also see alot of folks mid 20 saying how they never hit fatigue so it doesn't matter to them... umm yeah.... I hit fatigue the 2nd day after it wears 35+. Sure it may only be a small % at first

but lets see here...
question...
if you are at the checkout and the cashier doesnt give you all your change are you OKAY with that?

I'm not. I need everything that Im due back given to me.
#53 Jan 28 2011 at 12:57 PM Rating: Decent
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Transmigration wrote:
Mikhalia the Picky wrote:

I see the intended benefit behind it, but it's almost like having your parents put vegetables on your plate as a kid; you really don't like them so you either suffer through it or you just ignore them, but either way you don't like being told "They're good for you! You'll thank me later!"


On a side note regarding vegetable. The problem with parents is that they assume that children are dumb and can't understand basic science. Telling someone that something is "good for them" means absolute sh*t 20 minutes later. If children were taught nutritional science at a young age instead of that bunk "food pyramid" propaganda, they'd be more apt to eat their vegetables. For example, a lot of people don't like fish or avocados. Telling them it's "good" pales in comparison to an explanation of good cholesterol and how it destroys the bad, giving you a fighting chance against carotid arteries. Also, take the fat from beef/chicken/pork and let it sit at room temperature until it turns into a solid white mass; then tell them that's what it becomes inside your body. Sometimes I think our government wants us to die of disease and malnutrition.

At risk of being called a tinfoil hat, I find it hard to come to any other conclusion.


Ok first, fish are high in heart-friendly cholesterol-lowering fish oils. Omega-3 fatty acids, especially DHA, have been linked to reducing total blood fats, reducing LDL (bad) cholesterol, and raising HDL (good) cholesterol. Fish oils rich in DHA are good for the heart. They keep the platelets, the saturated fatty acids, and cholesterol from sticking together and clogging arteries, contributing to heart attacks and stroke.

So you still get to keep your carotid arteries....Which as some one else said, that is your artery in your neck.

Avocados are high in fat but it is monounsaturated fats. This also is high in HDL.

But even if they don't like those foods, they do not have to eat them. They can take supplements or vitamins that contain omega-3 and DHA. Then you tell them to just sat away from high saturated fats and trans fats. If i have a client that doesn't like fish, I don't tell them well to bad, you have to eat it. They can eat chicken breats, lean meats.

Most chicken is really low in saturated fat. Good luck trying to find it on the white meat part of the chicken.

Fat should be 10%-30% of your daily intake. It is needed for energy just like carbohydrates and proteins.

Edited, Jan 28th 2011 2:02pm by elicuevas
#54 Jan 28 2011 at 1:01 PM Rating: Good
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Yes definitely. Even if I never hit that cap, these kinds of things should not be restricted.
#55 Jan 28 2011 at 1:21 PM Rating: Excellent
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Most MMORPG threads eventually turn into math arguments or statistics arguments.

This one has turned into a health argument. Gotta admit, I didn't see that one coming.
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#56 Jan 28 2011 at 1:46 PM Rating: Good
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F3rth wrote:
That's all well and good, but your post doesn't say fighting carotid artery disease, your post says fighting carotid arteries.

Can't fight carotid arteries, that's your neck vein. Everyone's got one.


JUDO CHOP!
#57 Jan 28 2011 at 2:38 PM Rating: Good
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I think the problem with the perception of fatigue (even for those who are not affected by it) is the idea of a penalty that reduces your freedom in playing the game.

If you switch the mechanism upside/down and strongly boost the first few thousands SP you get in a week while you increase the TNLs, it would serve the same purpose (granted fatigue is here to favor competitiveness of casual players) without making people feel like SE wants to prevent them from playing the way they want.

Well it should have been this way from the start because if they increase the TNLs at this moment it will get ugly...

In that sense I liked the exp. bands in FFXI

Edited, Jan 28th 2011 3:40pm by northernsky
#58 Jan 28 2011 at 8:01 PM Rating: Good
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whats crazy is once you get to a certain level, you can get fatigue before even leveling up. For me, it sucks, but I just ignore it and bulldoze my way straight through it. The exp penalty isn't that much and it does take a long while for it to get down to a point to where it makes a big difference.
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#59 Jan 28 2011 at 8:07 PM Rating: Good
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Mikhalia the Picky wrote:
Most MMORPG threads eventually turn into math arguments or statistics arguments.

This one has turned into a health argument. Gotta admit, I didn't see that one coming.


Looks like it's time to make a poll addressing whether people like broccoli...
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#60 Jan 29 2011 at 12:52 AM Rating: Good
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I'd be in favor of removing it but I don't care if they don't remove it.

As far as I can tell fatigue is completely useless.

Here's two scenarios:

Scenario #1 - I have gone from 35-50 in 1 month's time. I started just after Christmas and hit it today (yay!) and I got 50,000 to 80,000 per 36 hours. Basically I get 1 good day per week where I'm not getting "bonus SP" and then every 100k after that I hit the next "rank" of bonus SP. So the first 80k I get Scott-free. The 2nd 80k I lose 10% - oh no 72k the horror - then another 10% UH OH 65k! - then bam! it's a new week. It's annoying, but I still get more than 50% of a level just doing leves.

Scenario #2 - I haven't done this but I know others who have gone from 20-50 in a matter of weeks (we'll round up this time to 4 weeks, but it was prob more like 2 weeks) just spamming Coblyn after Coblyn for roughly 10k-20k per hour. They level for 8 hours per day almost every day. As I said I never done this method (after Rank 35) so I don't have exact numbers. The thing to note here is that a good Coblyn is 90-120 per Coblyn (depending on level difference) so when you hit your 1st wave of Bonus SP - OH NO now they're only worth 79-108! You're already hitting low numbers, so 10% loss off low number is a ridiculously low number and gets smaller every time. You hit the next rank of SP Bonus and you're talking 72-98. Still nearly the same range!

Fatigue/Surplus/Bonus SP is just a really a non-issue. Does that 10% add up? Yeah. I'd actually love to see how much "bonus SP" I have stored in some invisible SE bank. I'm guessing (however) it probably doesn't even add up to a significant level. As far as I can see it's just laughable.

That's probably why it just fell off the radar for the most part. People are apathetic about it now (other than "in principle" outraged they are "punished" for playing too much - and they are "in principle") because it's so easy to ignore. It's just my OCD that hates seeing those yellow numbers and those extra lines of meaningless text in my battle log. They fill me with rage!

No, not really, but I wouldn't mind if they just went away one day. I think fatigue is not doing the job it was intended to do. It does (incidentally) help my wife keep pace with me, though, but only when we're roughly 50k of each other and strategically use our Guardian Aspect to "catch up" to each other when we're out of surplus/fatigue.
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#61 Jan 29 2011 at 6:05 PM Rating: Decent
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Kewlguy wrote:
i'd rather have fatigue then lose exp from dying


I'd rather have a death penalty actually I liked how the FF11 exp loss system from dying worked
#62 Jan 29 2011 at 7:13 PM Rating: Good
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Kirutaru wrote:
Scenario #1...The 2nd 80k I lose 10% - oh no 72k the horror - then another 10% UH OH 65k!

Scenario #2... The thing to note here is that a good Coblyn is 90-120 per Coblyn (depending on level difference) so when you hit your 1st wave of Bonus SP - OH NO now they're only worth 79-108! You're already hitting low numbers, so 10% loss off low number is a ridiculously low number and gets smaller every time. You hit the next rank of SP Bonus and you're talking 72-98. Still nearly the same range!


It doesn't matter if it's -10% of 80,000 or -10% of 8000 x 100... that's still -10%.

Just because going from 80,000 down to 72,000 looks larger, it doesn't mean that going from 120 down to 108 is a different percentile loss. When fatigue takes away a flat percentage from your experience gains, it is taking that percentage regardless of how the exp is divided. By the end of the grind, you still lost thousands and thousands of points
either way, all because you wanted to play a lot that week.

A 10% reduction per hour is the same thing as a 10% reduction per monster.
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"I could only read so much for this paper and the syphilis poem had to go."
#63 Jan 29 2011 at 7:14 PM Rating: Default
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Would you be in favour of removing fatigue?

No. Fatigue system favor the casual players, if you just play at weekends and hit fatigue, just simply switch class (which you do need instead of leveling just one).

We claim that the game lacks content (and it's true), but there's so much to do when you hit the fatigue on one class, unless you aren't skilling up crafts and gatherings.

[Though I think gatherings need a little buff, as they are the slower classes to skill up ingame]
#64 Jan 29 2011 at 8:00 PM Rating: Good
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Bliyaal wrote:
Would you be in favour of removing fatigue?

No. Fatigue system favor the casual players


How does it favor casual players? All it does is take 1/10th of the exp away from hardcore players. It doesn't help a casual player catch up, it doesn't make mechanics any clearer, it doesn't demystify stats, it slightly hinders others.

Want to know what helps casual players? Giving the opposite of fatigue -- that is, a "rested bonus" -- you stay logged off, and you get a little exp boost.

Hardcore players are going to run circles around casuals no matter what; if you took away the ability for players to be better than others (that is, to progress at different rates), you would just start everyone at the level cap with the best gear and let them... wander aimlessly?

Nobody should be forced to conform to another's schedule in such a way; there will always be people who play more than you and people who play less than you. The best solution is to let everyone play as much as they want. It's no race, Person A's two Rank 50s are hurting your Rank 30 only as much as your Rank 20 is hurting Person C's Rank 5.

Bliyaal wrote:
if you just play at weekends and hit fatigue, just simply switch class (which you do need instead of leveling just one).


How does making a hardcore player level several other classes even help the casual player? Are you just hoping that he'll party with you one of those times he's on a low-ranked class? Either way, he'll play more on his other class than the average casual player.

In one scenario, a casual player sits at level 20 while a hardcore gets to level 50; in the other, a casual sits at level 20 while a hardcore gets to level 43 and 30.
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#65 Jan 29 2011 at 8:32 PM Rating: Default
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KaneKitty wrote:
Bliyaal wrote:
Would you be in favour of removing fatigue?

No. Fatigue system favor the casual players


How does it favor casual players? All it does is take 1/10th of the exp away from hardcore players. It doesn't help a casual player catch up, it doesn't make mechanics any clearer, it doesn't demystify stats, it slightly hinders others.

Want to know what helps casual players? Giving the opposite of fatigue -- that is, a "rested bonus" -- you stay logged off, and you get a little exp boost.

Hardcore players are going to run circles around casuals no matter what; if you took away the ability for players to be better than others (that is, to progress at different rates), you would just start everyone at the level cap with the best gear and let them... wander aimlessly?

Nobody should be forced to conform to another's schedule in such a way; there will always be people who play more than you and people who play less than you. The best solution is to let everyone play as much as they want. It's no race, Person A's two Rank 50s are hurting your Rank 30 only as much as your Rank 20 is hurting Person C's Rank 5.

Bliyaal wrote:
if you just play at weekends and hit fatigue, just simply switch class (which you do need instead of leveling just one).


How does making a hardcore player level several other classes even help the casual player? Are you just hoping that he'll party with you one of those times he's on a low-ranked class? Either way, he'll play more on his other class than the average casual player.

In one scenario, a casual player sits at level 20 while a hardcore gets to level 50; in the other, a casual sits at level 20 while a hardcore gets to level 43 and 30.


http://www.youtube.com/watch?v=abE09-tqhoM - skip to 4:30 if you don't want to see the rest.

Teorically if 2 players started at the same date and leveled until they don't get XP/SP, the hardcore player would just have more classes leveled up, but on the same level as the casual player.

Currently I'm lvling mining, 3 crafts and 1 DoW and 2 DoM, when I hit 50% fatigue I simply change class. Teorically again, hitting 50% fatigue equals 4 hours, so 7 x 4 hours = 28 hours.. this would be 4 hours a day on a week, it's more than acceptable for a casual player!

Edit: typo

Edited, Jan 29th 2011 9:33pm by Bliyaal
#66 Jan 29 2011 at 10:22 PM Rating: Good
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Bliyaal wrote:
KaneKitty wrote:
Bliyaal wrote:
Would you be in favour of removing fatigue?

No. Fatigue system favor the casual players


How does it favor casual players? All it does is take 1/10th of the exp away from hardcore players. It doesn't help a casual player catch up, it doesn't make mechanics any clearer, it doesn't demystify stats, it slightly hinders others.

Want to know what helps casual players? Giving the opposite of fatigue -- that is, a "rested bonus" -- you stay logged off, and you get a little exp boost.

Hardcore players are going to run circles around casuals no matter what; if you took away the ability for players to be better than others (that is, to progress at different rates), you would just start everyone at the level cap with the best gear and let them... wander aimlessly?

Nobody should be forced to conform to another's schedule in such a way; there will always be people who play more than you and people who play less than you. The best solution is to let everyone play as much as they want. It's no race, Person A's two Rank 50s are hurting your Rank 30 only as much as your Rank 20 is hurting Person C's Rank 5.

Bliyaal wrote:
if you just play at weekends and hit fatigue, just simply switch class (which you do need instead of leveling just one).


How does making a hardcore player level several other classes even help the casual player? Are you just hoping that he'll party with you one of those times he's on a low-ranked class? Either way, he'll play more on his other class than the average casual player.

In one scenario, a casual player sits at level 20 while a hardcore gets to level 50; in the other, a casual sits at level 20 while a hardcore gets to level 43 and 30.


http://www.youtube.com/watch?v=abE09-tqhoM - skip to 4:30 if you don't want to see the rest.

Teorically if 2 players started at the same date and leveled until they don't get XP/SP, the hardcore player would just have more classes leveled up, but on the same level as the casual player.

Currently I'm lvling mining, 3 crafts and 1 DoW and 2 DoM, when I hit 50% fatigue I simply change class. Teorically again, hitting 50% fatigue equals 4 hours, so 7 x 4 hours = 28 hours.. this would be 4 hours a day on a week, it's more than acceptable for a casual player!


But then what happens when the casual gets one Rank 50, like the hardcore, and the hardcore, unlike the casual, has everything else partway leveled? Do we now need a double-fatigue so casuals can then "catch up" to the other half-dozen classes that hardcore player leveled in the meantime?

Either way it doesn't work; more playing = more stuff done. The only way to change that is to take out progression altogether.
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#67 Jan 29 2011 at 11:49 PM Rating: Decent
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Quote:
It doesn't matter if it's -10% of 80,000 or -10% of 8000 x 100... that's still -10%.

Just because going from 80,000 down to 72,000 looks larger, it doesn't mean that going from 120 down to 108 is a different percentile loss. When fatigue takes away a flat percentage from your experience gains, it is taking that percentage regardless of how the exp is divided. By the end of the grind, you still lost thousands and thousands of points
either way, all because you wanted to play a lot that week.

A 10% reduction per hour is the same thing as a 10% reduction per monster.


I'm not sure what you took from my post, but what I was illustrating was that you are never taking heavy enough loss to stop you from leveling. 10% off 120 is still over 100. 10% off 80k is still over 70k. Last time I checked 70k was enough to Rank up every rank under 40 and more than 50% of a level up to 51 (as far as I can check).

I'm not sure how you thought I was saying one was any more or less impressive. I'm saying it's absolutely pointless. Those "thousands" of SP aren't slowing anyone down. I can get from 1-50 in 3 weeks (and so can you!).

My initial thesis statement was fatigue is completely pointless. Therefore whether they take it out or not is irrelevant to me (answering topic question). Though overall I'd just as well they take it out so I don't have to look at yellow numbers or useless text.

In my static we hit surplus with an overall "oh darn I'm in surplus" then move on - plow through to our next level. It's like an afterthought, a non-issue. No one cares cause it does nothing.
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#68 Jan 29 2011 at 11:51 PM Rating: Decent
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I can see why fatigue is there so in a way i'm in favour of it... however I dont play enough to keep up with the rest of the players anyway even with the fatigue restrictions on them so its not appealing to me anymore.
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#69 Jan 29 2011 at 11:59 PM Rating: Good
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We are not at day 1 anymore,what's the point of fatigue now?
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#70 Jan 30 2011 at 12:13 AM Rating: Good
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Take away fatigue and give us our bonus SP back!!!

Now that's an idea.
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#71 Jan 30 2011 at 12:23 AM Rating: Good
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In a word: yes.
#72 Jan 30 2011 at 12:27 AM Rating: Default
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KaneKitty wrote:

But then what happens when the casual gets one Rank 50, like the hardcore, and the hardcore, unlike the casual, has everything else partway leveled? Do we now need a double-fatigue so casuals can then "catch up" to the other half-dozen classes that hardcore player leveled in the meantime?

Either way it doesn't work; more playing = more stuff done. The only way to change that is to take out progression altogether.


I never said the casuals would catch up, they never will. The point is that everyone can get to endgame at the same time, with more or less versatility. Even when the Rank50 cap is lifted, hardcores and casuals get to the cap at the same time (theoretically).

Hardcores might say fatigue is bad, casuals have no reason to. Fatigue is a wait to stop hardcores from getting too high/too fast, it serves as an anti-bot measure as well (though they can't switch classes, they can't grind 24/7 1 class to sell).

From a casuals perspective, fatigue gives them a chance to catch up, from hardcore's it's a way to force you from leveling the same class endlessly.

This isn't WoW, you need more than 1 class leveled up. I highly doubt that the fatigue system will be removed.
#73 Jan 30 2011 at 1:15 AM Rating: Good
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Quote:
I never said the casuals would catch up, they never will. The point is that everyone can get to endgame at the same time, with more or less versatility. Even when the Rank50 cap is lifted, hardcores and casuals get to the cap at the same time (theoretically).

Hardcores might say fatigue is bad, casuals have no reason to. Fatigue is a wait to stop hardcores from getting too high/too fast, it serves as an anti-bot measure as well (though they can't switch classes, they can't grind 24/7 1 class to sell).

From a casuals perspective, fatigue gives them a chance to catch up, from hardcore's it's a way to force you from leveling the same class endlessly.

This isn't WoW, you need more than 1 class leveled up. I highly doubt that the fatigue system will be removed.


Whatever you think Fatigue is supposed to do - it doesn't.

It's not slowing down Hardcores. A hardcore can hit R50 on any class (battle or craft) in 4 weeks, maybe slightly closer to 5 weeks. Someone playing 10 hours a week can also hit it in 5 weeks if they know what they're doing, exploit the system and do nothing but level 1 job in that time. Fatigue isn't REALLY slowing anything down. It's like a tiny mosquito annoyance. It's a droplet of SP in the OCEAN of SP you need to level.

Does it add up? Sure, but adding up isn't slowing down.

We can argue about the "literal" meaning of the word "slow down" but if I can get 1 Rank in 4 hours (80k) without fatigue (surplus) and get Rank #2 in 4 hours and 10 minutes WITH first stage of fatigue (surplus) then who really gives a crap? What's 10 minutes to someone who spends 4 hours leveling? (or 10 hours for that matter).

It does next to nothing. It's a totally pointless system that only serves to "annoy" rather than hinder/solve/contribute to anything.
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#74 Jan 30 2011 at 1:31 AM Rating: Decent
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People are ranking up to 50 retardedly fast. It is far too easy as it is, unless SE is planning to raise the lvl cap and the XP requirements beyond 50 go up as well. While I am not in favor of restricting anyone's play, as the fatigue system does, I do support making it more difficult to rank up.
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#75 Jan 30 2011 at 4:31 AM Rating: Default
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Quote:
People are ranking up to 50 retardedly fast. It is far too easy as it is, unless SE is planning to raise the lvl cap and the XP requirements beyond 50 go up as well. While I am not in favor of restricting anyone's play, as the fatigue system does, I do support making it more difficult to rank up.


Well. True "Hardcore" nerds simply compensate by investing even more of their lifetime to
reach that imaginary goal. Ridiculous requirements for that simply entice them even more,
since even fewer people will be as willing to waste such a huge amount of time for diminishing
returns. That's why hardcore nerds are called "hardcore" ^.^/
#76 Jan 30 2011 at 5:43 AM Rating: Default
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Kirutaru wrote:
Whatever you think Fatigue is supposed to do - it doesn't.

It's not slowing down Hardcores. A hardcore can hit R50 on any class (battle or craft) in 4 weeks, maybe slightly closer to 5 weeks. Someone playing 10 hours a week can also hit it in 5 weeks if they know what they're doing, exploit the system and do nothing but level 1 job in that time. Fatigue isn't REALLY slowing anything down. It's like a tiny mosquito annoyance. It's a droplet of SP in the OCEAN of SP you need to level.

Does it add up? Sure, but adding up isn't slowing down.

We can argue about the "literal" meaning of the word "slow down" but if I can get 1 Rank in 4 hours (80k) without fatigue (surplus) and get Rank #2 in 4 hours and 10 minutes WITH first stage of fatigue (surplus) then who really gives a crap? What's 10 minutes to someone who spends 4 hours leveling? (or 10 hours for that matter).

It does next to nothing. It's a totally pointless system that only serves to "annoy" rather than hinder/solve/contribute to anything.


Then we agree, while I think it favors the casual players and you say it does next to nothing, we can agree that it doesn't need to get removed or tweaked.

Fatigue does eventually reduce your XP/SP to 0%, so it does 'Slow Down'. Is it that bad? No, the hardcore's can always do anything else or wait some time and abuse it again (that is indeed, hardcore).

The system isn't there to solve anything but to close the gap from hardcore and casual players. Hardcore players always have the advantage (as they should).
#77 Jan 30 2011 at 10:07 AM Rating: Decent
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The only slightly good reason I've seen for keeping it is as an anti-bot measure. Other then that, it doesn't effect me enough for me to care about it.
#78 Jan 30 2011 at 10:21 AM Rating: Decent
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WarkupoZ wrote:
The only slightly good reason I've seen for keeping it is as an anti-bot measure. Other then that, it doesn't effect me enough for me to care about it.



It's more of a anti-player measure. If SE wants subs to come back then they need to stop punishing players. If anything it promotes botting. Having the bot push you threw fatigue for you so you can rank up without caring about fatigue.

Edited, Jan 30th 2011 11:24am by sleepytaru
#79 Jan 30 2011 at 10:39 AM Rating: Excellent
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Yes. It's 2011. and they still haven't realized that people prefer sweets to whips.
EXP bonus after a certain amount of downtime, and absolutely noone would have complained.
#80 Jan 30 2011 at 12:40 PM Rating: Excellent
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Like I said way back in the beginning of this post... Very very few people are actually in favor of the system, and the few who ARE in favor of it are primarily in favor of it only because because they like it better than what they feel COULD have been an alternative. (e.g. higher tnl, xp loss upon death, other players will outlevel them)

There is no player who is affected by fatigue who takes the system objectively on its own merits and -likes- it. You're never going to hear "I love losing XP" any sooner than you'll hear someone talk about how much they love paying sales tax. -AT BEST-, the people who are affected by it and who aren't against it are tolerating it. They don't -LIKE- it, they talk either about how "It's not that bad" or how they work around it "I just log off"/"I play other jobs".

Fatigue is a system that does not directly provide a benefit to anyone; it only provides a penalty to some people, and it provides nothing in the form of compensation for this penalty. How do you think people would feel if any work after 40 hours, rather than being paid 150% your normal rate, you were paid 90% for the first day, 80% for the second, etc... Would you really hear part timers claim "Well it's not fair that someone who works overtime gets paid more than me"?

If you really want to benefit casual players, then provide a rested bonus where, after logging off, you get bonus XP (you know, ACTUAL bonus xp, not "bonus" XP) based on how long you were logged off for, rather than causing your xp to gradually be reduced.

Rinsui wrote:
Yes. It's 2011. and they still haven't realized that people prefer sweets to whips.
EXP bonus after a certain amount of downtime, and absolutely noone would have complained.


This.
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#81 Jan 30 2011 at 2:42 PM Rating: Good
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Quote:
Fatigue does eventually reduce your XP/SP to 0%, so it does 'Slow Down'.


Where's the proof of this? I'm saying hardcore can get to R50 in 3 weeks.
I'm saying a dedicated "casual" player playing 10hrs per week can do it in 5 weeks.

At what point does Fatigue slow them down? Where did it cap off at 0 SP and STOP them from getting R50 that fast? I've never seen this and I've never heard of anyone being hit that severely by Fatigue. Even from people who were Rank 10 (and are now R50) 3 weeks ago.
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#82 Jan 30 2011 at 3:53 PM Rating: Good
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Fatigue is annoying and should be removed. 99% of the time im playing with it on my physical level and my miner class, but i just play through it anyway thinking "this is stupid but theres nothing i can do about it other than play a class i dont want to play."

If SE wanted to regulate the speed of player progress they should have just increased the xp needed to level so players at least wouldnt feel like their being singled out and slowed down by the game.
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#83 Jan 30 2011 at 5:05 PM Rating: Decent
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I have hit fatique only once since beta (I was having too much fun on archer), all you have to do is spend some time on your other classes to remove fatigue from your main. Say you spend 2 hours on your main, then switch to another class spend 2 hours on it (you need subs anyways), fatigue from main is gone. Rank out not up, you will very rarely see, if ever, fatigue again.

It's not a hard concept, in a game that devotes itself to character development.
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#84 Jan 30 2011 at 5:56 PM Rating: Excellent
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3,530 posts
Bliyaal wrote:
I never said the casuals would catch up, they never will.
[...]
The point is that everyone can get to endgame at the same time
[...]
From a casuals perspective, fatigue gives them a chance to catch up


I'll just let your own post do the work.
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#85 Jan 31 2011 at 12:27 AM Rating: Decent
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Quote:
Bliyaal wrote:
I never said the casuals would catch up, they never will.
[...]
The point is that everyone can get to endgame at the same time
[...]
From a casuals perspective, fatigue gives them a chance to catch up
I'll just let your own post do the work.


heres what i dont get, why SHOULD casuals be put in the same gaming plain as hardcore players? SEs concept and those who support it seem to have a very "calm down kids we gotta wait for jonny to finish up his quest that should have only taken 5 minutes to do but its now been a half hour and the time is about to expire... cuz its only faaaaair!!". that isnt someone i want to be in endgame with. they dont deserve to be... im sorry but if i put in the effort and the hours then I should be able to nuke 1k more damage a spell than someone who has 8 kids to feed, full time work and school, and a wife to slap around.
my point is that ,imo, the whole point of being a hardcore gamer is to have a character that reflects it, MORE-so than those who do not or cannot put the effort in. reap what you sew right? well my little brother isnt bad at MMOs, but ill be damned if he ever tries to join my endgame ls until hes put some time into it (endgame).
leveling shouldnt be this hard of a concept to impliment people geez. ******* kill some mobs for exp, do some quests for exp, if someone misses out for a week or two because of RL, then come up with a concept to boost THOSE peoples exp for a short time to help them out a bit, why punish those who like playing their one main class?
/endrant.
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#86 Jan 31 2011 at 1:21 AM Rating: Decent
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SabastianSeraph wrote:
Get rid of it. Don't penalize me for playing.

This.
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#87 Jan 31 2011 at 1:35 AM Rating: Decent
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Yea, it is useless.
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DaevaofWar.com
#88 Jan 31 2011 at 4:50 AM Rating: Decent
Yes pls, remove it.
I want to catch up to my friends without some fatigue making it even longer time...
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