It's fair because everyone plays under this system.
It's fair because everyone plays under this system.
http://4.bp.blogspot.com/_3myC4xuC1-..._angry_mob.jpg
outside Tanakas house
So can someone tldr; this whole thread so I don't have to read all 8 pages? Does the exp you get after 8 hours actually go down to under 100%? And if so is this just for beta purposes or will it be that way @ retail too?
Well, I'm glad I could still cancel my pre-order. I recall reading that in a recent interview Tanaka stated that they don't have any endgame content planned for initial release, so this is probably one way they're planning on dealing with people hitting max level too quickly.
Poor design and decision. I'm hoping Bioware's MMO won't be fail.
On a more important note to this thread I demand someone give Kurokikaze a azure blue name or purple name. If he has limited mod rights give him a orange name to show his inferior superior status.
After 8 hours of battle time you start getting 10% less exp. As you approach 15 hours of battle time you approach 100% less exp, as in you aren't getting shit. Note that this is battle time, not just play time. If you just sit somewhere on your class it's not going to go against you. I got to botanist 14 before I even hit the initial -10% exp.
It's going to be tweaked, or possibly even changed completely.
Imagine if you hit like lvl 40 or something and tnl takes so long that you can only level 1 level tops a week.
With crafting classes I dont see that much of a problem because you will need to gather materials etc so probably later on you wont even gain enough exp over the week to go into surplus.
With mining in the beta I got mined out or something so I wasnt getting any exp because each swing would take my entire bar.
What I don't get is that wouldn't the 8 leves on 48h cooldown would keep most people from playing "excessively" anyway? Seems like a bit of overkill. Call me "casual," or whatever, but in the beta at least I've had zero desire to grind regular mobs for pathetic xp when I can just wait a couple days and get a decent amount with minimal effort. I highly doubt "leve-time" in a week would even remotely approach 15 hours.
First, I'm going to link Waraji's post with the (afaik) official English dev response
http://www.bluegartr.com/forum/showp...&postcount=184
BG mods should have a tool to implement a fucking pop up with "you must read this shit before you can post in this thread", when the need arises.
I do not mind 100% ->8hr-> 100% ->7hr-> ??%, though I think the 8/15 should be a bigger number.
My rage is not that exp/skill rate decreases, it's that the end point is -> 0%. <-
The end point being 50% would be great, 33% would be fine, 25% or 20% might even work.
But ZERO is unacceptable.
Though as someone else mentioned, just based on time has issues.
Get a single point of exp, and you are now resigned to fifteen hours of getting exp NOW, using it or losing it for the whole week.
Get a single skillup, and you have to get that fifteen hours in NOW for that class or lose it.
And just time based means if you go about getting that skill/exp in a gimp manner, you're screwing yourself. If XIV has one "colibri exp/skill rate" spot, and you aren't in it, well balls to you.
In XI if you get a gimp party, you can always hope for a better one another day.
With this, in XIV if you get a gimp party/leve, you're fucked for the week.
ugh. I'll cancel my special edition preorder and get regular edition until they actually come out and say if this will be in retail. What's the point of getting to play an extra 8 days early if it's actually only 8 hours early.
You're doing it wrong.
http://4.bp.blogspot.com/_Nt-vouABWA...braveheart.jpg
I'll cancel my order fully and just wait for Cataclysm unless they remove this system 100%.
They said this was something completely unrelated to surplus exp, and they were looking at tweaking this also.With mining in the beta I got mined out or something so I wasnt getting any exp because each swing would take my entire bar.
Honestly, with some tweaks the surplus could become something that won't even effect almost everybody. It's be better if they just changed into using Rested XP, but there's still a way to make the current system work.
To make them happy. One of the possible ways to tweak it includes having the surplus exp go towards increasing exp gained when leveling another job.If it won't effect hardly anybody then why even have it in the first place. Just axe the shit all ready.
I personally wouldn't mind it if they made the maximum reduction -25% exp, changed the reset from a week to 3-5 days, and had surplus exp funnel out towards increasing exp on other jobs.
are we talking about this yet?
We’d like to thank all the beta testers out there for their hard work and support! We’re applying all those ideas you’ve sent us to make for the best possible Open Beta test and official release.
Now we’d like to take a moment to answer the many questions we’ve received about character balance in the current B3 phase.
First off, the main concept behind FFXIV is allowing those players with little time on their hands to play effectively, and game balance is based off of that. Furthermore, it is being designed to not give those with more time on their hands to play an unfair advantage. Because of that, systems such as Guardian’s Favor (a bonus to Guildleves) have been implemented to make leveling in the short-term easier than leveling in the long-term.
To achieve this balance, the amount of possible skill/experience points earned after a certain period of time has a threshold. Think of it as real-life “fatigue” from working at improving your skills via battle *(aka. No one could train ad nauseam in the real world with no ill effects).
Within the first eight hours of play, you can earn 100% experience. The seven hour period following will see your possible experience gradually approach zero.
This system is on a weekly timer. After a week has passed since you began skilling that particular weapon, the timer will reset. It will start anew when you skill up again.
Any experience earned past that point is saved as “surplus.” There is surplus for each class, and if you begin to see it please consider playing another class and adjust accordingly.
However, experience points are not specific to any class and therefore the decrease in experience points is not affected by changing classes.
That’s how the system stands as of right now.
Also, this system wasn’t implemented just in B3 but was set in motion from the very start of beta. Despite this, we have received many opinions regarding it in B3. There are a few reasons why:
-B3 allowed for longer sessions in single sittings. -In order to promote party play, skill/experience points earned were greatly increased. -The skill/experience earned from weak enemies was lowered, but had failed to pop up on initial bug reports (and was later fixed via maintenance).
According to the last bug report skill/experience able to be earned was above what had been planned, therefore people hit the limit much more quickly than hoped for. That is the biggest cause. Yet another problem was that we were unable to adjust guildleve experience and the experience-earned limit at the same time.
Our lack of explanation regarding all of this was a mistake, and we heartily apologize.
This all is still currently under development, and we have plans to make the limit more palatable in answer to all the tester feedback we received concerning this. In particular we would like to address the speed with which experience begins to drop off and are already looking into it. Also, since experience points fatigue carries over despite changing weapons, we plan to make it not so harsh.
At the very least, we promise to not have people hitting these limits in a short period of time, such as during the start of B3.
We would also like to make an announcement regarding something else.
The decrease in earnings when gathering is based on your actions taken with that class and is unrelated to the aforementioned limits. This is also currently under review and is planned for adjustment in accordance with many testers’ opinions.
Surplus experience is currently not being used. However, we have received many comments suggesting some sort of reward be put into effect regarding it, and we think that’s a pretty interesting idea. We don’t want to get ahead of ourselves, though, and we’re currently investigating the possibilities.
Open Beta will not just see changes to the issues stated above but will also see adjustments made to encourage party play even more (such as an increase to skill points), which the team is currently hard at work on adjusting. We hope you’ll all test it out when the time comes.
Finally, we would like to apologize for the lateness of any developer comments due to my attendance of Gamecom this past week. In my absence much fuss was raised over speculation, old information and some mistranslations on overseas fansites *(what?! /panic. Though I wonder what that’s in reference to in particular). I hope to avoid this from happening again by delivering developer comments as promptly as possible. Thank you all for your understanding.
And thanks in advance for your hard work to come in Open Beta!
Final Fantasy XIV director Nobuaki Komoto