oh man this made me rofl
SE needs damage control and NA Community Managers ASAP. To not have one in this day and age is baffling and just makes it look like they don't give a fuck about the "Foreigners". I nominate Elmer.
I'd seriously pay an extra 1$ a month for SE to set up official forums with some kind of community presence.
wow had this same exact system for a week or so in their beta. they scrapped it almost immediately and went to the 200% > 100% bonus
it didnt work then, wont work now, except SE isnt going to be smart enough to remove it quickly, they will just pull it 2 years from now when the game is dying
I read the original Japanese feedback forum posting. The clock starts ticking the moment you change class and start getting exp. There is a limit on the amount of exp you can gain from that time until a week has passed for that class (each class has its own "clock"). They actually do not have plans currently on how to use the "surplus" exp you gained. They want to consider this seriously since if they start creating quests or mechanics where you can regain this surplus, it would nullify the whole reason they implemented this restriction to begin with.
It is interesting that Mr. Kawamoto (FFXIV Director) is the one that made the post. I am sure there will be an official English posting soon, but regardless of what the limitation was in beta, SE is re-evaluating this and is considering relaxing the restriction to a lesser degree. He comments that especially the restriction on the Physical exp, which is shared regardless of job class, will need to be revamped and relaxed.
I did find it a bit amusing that he comments that the current FFXIV system was designed to be "balanced" so that people who did not have as much time to play can efficiently enjoy the game.
Ah, Final Fantasy Balance, the system by which everyone is punished equally!
This sounds pretty much correct to my ear. I mean my head explodes when i'm trying to come up with a logical explanation to this surplus thing.
P.S Hyan, sorry for trying to stop you from shooting this game down, now i realised that i want to shoot it down aswell :D! (Yeah yeah it's still beta, but what the ....)
This surplus/restriction system seems to have been in place all along. However, as Mr. Kawamoto explains, the reason why it has "come up" in beta 3 is due to:
* Play time available during a week's time to people was dramatically increased.
* The amount of exp gained was greatly increased to encourage party play.
* During initial beta3, the amount of exp gained from mobs in a party or weaker mobs was greater than intended.
it didnt matter in alpha cause you only got 8 to 12 hours a week to play and servers probably kept getting reset.
It was a huge issue in beta 2, but people lumped it with the exp bug. and figured it wasnt working as intended
In beta 3 it was working as intended, and people didnt understand it
It was always a problem, and the idea that better exp per hour faster surplus is a bad game design. it means you can in fact hit surplus fast. In fact sharing guild leves and what not will bring you to your knees even faster, so then exp is only so much of a bonus, i can party it up and get fast exp... and hit the cap or i can solo and get average exp and hit the cap. meh its not a great system idea.
It is very logical bro.
The only thing that fails here is SE's inability to make these kind of systems more appealing to the community. I think someone here or in the beta forums already explained how they could have done it instead. "Fatigue" is such a bad word to be used here. "Rested EXP" would have made people jump for joy even though the consequences would have been just as bad, only not for the type of players that post on this forum.
Any time you set limits to things for no real reason, IE to limit exp gained or limit quests completion (IE JP midnight resets) it just gives off a bad vibe. Nobody plays MMO to be limited by things like that. We play to be in an open world and to advance a character, not to be limited for not playing the way they "want" us to play.
Indeed, rested exp would have been better as far as community reaction goes.
"Bonus EXP" would mean "more grinding" because that's the purpose of it; to make the grind more tolerable for the casuals.
But if they just made the game a massive grind with rested EXP, nobody would complain (before the game is released, anyway). Like somebody said in the earlier speculation thread, rested EXP is basically a "time limit" in which casuals can get "good enough" exp.
I agree that having a limit like this is not ideal. Just from my experience, I never really hit the hard 0% exp cap (I actually rarely hit the yellow exp mark) while I played in beta 3 because I did a variety of things. My main job as Pugilist was only 18, Conjurer 3, Botany 14, Mining 9, Cloth 14, Fishing 2 (lol). However, I have seen people do mostly leveling and get to as high as lvl 35? (perhaps more?). I am sure these people hit the exp cap.
I am sure this restriction is infuriating to a lot of people, especially if you have more time to play, but for people like me, it was not really an issue.
Unless nothing at all is going on, and no friends are online to bs with, I spend at least 3-4 hours a session online when I'm on 11, sometimes longer depending on when I log in and what's going on with friends and or linkshells. 8 hours a week before surplus kicks in, is the most retarded shit I've ever heard, if that's actually true then fuck, this game is gonna tank hard.