Honestly, I hate the idea. Absolutely hate it.
Now I'm sure most of us have seen this: http://www.youtube.com/watch?v=abE09-tqhoM
Now for the reality of it:
I can't stand that the game is telling me, the player, when to stop playing. I have a static that meets every week. We leve link and use aspect. By the end of two hours or so, we're already in surplus. Thank's SE. That's exactly what I want from my MMO... to pay monthly for something that you force me to play only one night of the week. (Granted, it's free to play now. But if they didn't remove this "super innovative feature," I would quit in a heartbeat). But being completely serious: If I am paying for a month's worth of playtime, how dare you limit my game progression to two hours, as that is all it takes for a well formed group to get my character back into fatigue.
Honestly... I wanted to think that this would be as good of an idea as it sounds. But due to the lack of class definition as well as the lack of use for cross-classing some skills, it simply isn't nearly as "innovative" as it is advertised. I still love that the video openly admits that this is just another form of time sink.
But honestly, is this okay? I know there are some people who just power through it, and have gotten to max rank already. But I feel that the amount of SP needed to get to the next rank during say... the 30's, is already a significant barrier. I don't like the fact that I haven't even leveled, and I'm already back at being fatigued. It just feels like a major slap on the wrist for wanting to actually level a job.
Now I'm sure there are some people that would say, "Well why don't you level another class?" Well, that would be fine, except that I'm really not all that interested in leveling another job. Isn't that the player's choice? I don't want to carry around three sets of gear at all times... With no bank, that's exactly what I'd have to do. Unless I want to be tanking in my lovely robes, or trying to pronounce ancient magic through my face-plate... Either way, it's a lot of stuff to carry around that I won't really be using too much. Even then, the physical level / point allotment system is not as flexible as it claims to be. If one started the game as say... a THM. Their next job will most likely be a CON. After gaining all of those levels, they probably put points into INT/MND/PIE. Well, now that both jobs are being fatigued, there isn't much to level.... Maybe Alchemy? Something that benefits from the stats? But if they wanted to level a DoW class, and be effective, they have to reset their points. Unfortunately, they don't get all their points back, so their now a sort of mediocre DoW that has far more INT than a meat-shield would ever really need. When the week resets, and they want to go back to playing their THM, they now have to live with the fact that they aren't going to be an optimal mage, because they can't get rid of all of the points in STR/DEX/VIT (maybe keep the VIT, really). So yeah... this is really innovative. Thanks SE, I love being crappy at all jobs, or forced to level two very slowly. It's fantastic. Even when cross-classing my skills from CON to my THM, all of my buffs are still lower than if a real CON casted them... Considering I have a CON in my static, there is almost no reason to cross-class anyway. If anything, the CON gets more out of having THM leveled for Siphon MP.
I can understand why they did it. FFXI's biggest problem was how long it took to do anything. You couldn't solo, (back in the day), and groups were pretty difficult to come by if you wanted to play a non-mainstreamed class, or even a mainstream DD (as most of the player base does. Seriously, you will never see a Bard looking for a group. But I'm a moron). So I understand that from a developer's standpoint, they wanted to fix the things that their previous product had problems with. Being that FFXI required players to put in a lot of time, the game didn't have so many "casual" players that you see in Blizzard titles.... *Cough*
Unfortunately, the fact of the matter is that a player wants to play. And a game is meant to be played. Therefore, a player should play the game. But the game just told/semi-forced the player to stop playing. So what am I paying for? (Again, I know it's free now. But when the game was released, and intended to be payed for, this lovely little "feature" was included).
I don't know.... Again, it really comes back to the fact that I'm playing the game to progress through it, and have fun. Having these invisible brick walls is really frustrating, and I wish that they'd remove this "feature." This is a design flaw. Like 80% of the game's "features," this is simply a flaw. I imagine it sounded good one day over coffee, as far as how to keep players playing longer... or how to make the game more appealing to people that didn't plan to play as much. But I think this feature definitely is more in SE's interest rather than the players'.
Here is the not-so-funny part about this: The time sinks are made to keep players playing longer. Most players would probably stick around after they reached cap if there was enough stuff to do in the game.
I mean, in FFXI, once I hit 75, I still had a great time doing missions / just walking around killing things in strange new areas, getting money for gear, . End-game content was enough to keep me playing, never mind just how much fun the game was over-all. But right now, XIV is not that much fun... They seriously lost something; that little spark that made the game so enjoyable. With the lack of will to keep playing, (though I will in the hopes that XIV gets its **** together), I just feel like the restrictions that the game places on players is far too much. (Surplus / Gear Deterioration / Anima / Guardian Favor). I mean, who at SE said, "Hey, you know what players are really going to love? All of these hurdles that take forever, with absolutely no reward for even doing it! We'll make millions!"
I apologize for the rant. But this is something I feel strongly about. I still can't wrap my head around why/how FFXIV could have been such a let down. SE had an almost-perfect, (my opinion, I know it isn't for everyone), MMO in XI. How can a company with so much prestige and respect allow something like this to happen? This is beyond humiliating for them.... But with time and patience, maybe we'll get out of this mess. I'm willing to at least stick around until they start asking for money. If things aren't better, (and I mean a lot better, because just fixing SP gain made the game at least playable... though it still is in pretty bad shape), then I'll leave.
I'll feel bad about it. Not for abandoning SE, or leaving my friends. I don't want to pay money for a game that is as poorly designed as this. But I will feel bad for what this game could have been.
It might still make it. But we'll just have to wait and see.
So what do you guys think? I'm not the only one that gets upset when I stop getting decent SP right? Anyone else getting a little annoyed with it?