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  1. FFXIV Reset Timers
    Last daily reset was 11 hours, 8 minutes ago / Next daily reset is in 12 hours, 51 minutes
    Last weekly reset was 2 days, 4 hours, 8 minutes ago / Next weekly reset is in 4 days, 5 hours, 51 minutes
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  1. #21
    the whitest knight u' know
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    Quote Originally Posted by SeikenFreak View Post
    So if you can.. Just to clarify.. for me. Cause news of this is hitting various websites..

    Some are saying 8 hours per class/weapon while others are saying 8 hours across all classes. What I'm reading from your translation is the latter. 8 hours across all classes.

    Thank you.
    I'm pretty sure it's each individual class has it's own "fatigue" as well as your physical level has its own too. Obviously you can't switch your physical level in any way, so you won't be able to avoid that fatigue, but you can go ahead and continue raising your rank with a different class just don't expect to be getting a bunch of attribute/resistance points to spend while you're doing it.

    edit: beat'd

    I'm wondering if the timer counts down as you simply have a specific weapon/tool type equipped... if so, that's just going to require everyone carry around a tool/weapon around for a rank-1 class they don't care about and macro to it any time they aren't fighting/gathering/crafting to delay the timer for the jobs they are trying to grind exp for.

    edit: nevermind, elmer cleared it up~

  2. #22
    Cerberus
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    Thanks Elmer. The discrepancies between this and the other translation are curious though--the ffxivcore translation on surplus says

    "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."

    compared to

    "Surplus points currently have no use. However, there are opinions saying preparing some kind of reward would be good, but that's just giving people something else to strive for, which misses the whole point of this system. We want to take our time and thoroughly investigate this issue."

    Though of course I defer to your translation.

  3. #23
    Cake Maker
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    Someone needs to make a visual aid all these numbers and percentages makin my head spin. Where are MSPaint artists when you need them?

  4. #24
    Bagel
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    I agree. The more I read this stuff, the more confused I get. I just wish it all would go away.

  5. #25
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
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    My main concern is that if you have to entirely stop gaining skill/XP for a set amount of time to get the fatigue to reset, what can you really do for physical XP fatigue short of not playing the game at all? Every single action you take gives some physical XP, once you're in the yellow you can't really get out of it just by changing jobs. I know he acknowledges that this is the case, but he doesn't really give any reasoning as to why or what to do about it like he does when speaking about the skill surpluses.

  6. #26
    Nidhogg
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    Quote Originally Posted by Uzor View Post
    I disagree with the name "Sephicloud Tifaerith". Its a horrible name and you should feel horrible.
    I knew a Sephicloud on Fenrir server. My name wasn't much better however.


    I don't like this system no matter how it's implemented. I don't like penalties for playing for long periods. It would be better to give a boost for those who can't play for long periods. Do that based on how much time they spent logged in during the previous week.

  7. #27
    FOR FUCKS' SAKE !!!
    FOR FUCKS' SAKE !!!
    FUCK FUCK FUCK

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    Quote Originally Posted by Meko View Post
    I agree. The more I read this stuff, the more confused I get. I just wish it all would go away.
    No kidding. SE is making this more complicated then it should be

  8. #28

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    Just touching on some of the questions popping up, though other posters have been doing a good job of explaining it too

    It's not an 8 hour time limit, but 8 hours worth of a standard hourly rate calculated by SE.

    It's not a personal average either, but applies to all players.

    Skill points are not shared between classes, so changing classes lets you work without penalty, while the previous class penalty "recovers" or "cools down."

    Experience points are not based on class, and so the limitations stay. Due to this, they are looking at making penalties on experience less severe to compensate.

    Once you are over the threshold (or 8 hours worth of points) any further work leveling that class produces less skill points until a hard cap 7 hours worth later.

    You can decrease these limitations by using another class and letting it cool down. Also, every week the slate is wiped clean, so you'll never be overwhelmed with penalties.

    It's like Excitebike. If you go full speed for too long you overheat and need to take it easy for a bit.

  9. #29
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
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    Quote Originally Posted by Elmer the Pointy View Post
    It's like Excitebike. If you go full speed for too long you overheat and need to take it easy for a bit.
    If you have inside word from the JP community that they intend to add the ability to build wicked-sweet ramps once retail hits you better not be holding out on me.

  10. #30
    Bagel
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    Quote Originally Posted by Elmer the Pointy View Post
    It's like Excitebike. If you go full speed for too long you overheat and need to take it easy for a bit.
    Now I get it.

  11. #31
    the whitest knight u' know
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    I hope most of the nerd rage subsides now.

  12. #32
    I'm not safe on my island
    Nikkei will still get me.

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    I'd be fine by me, as other people mentioned, if it weren't cero, and if maybe they lowered the recovery rate to 5 days rather than 7 days.

  13. #33
    Nidhogg
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    So you get 8 hours worth of normal EXP rate per week? Then it decreases every hour for the next 7 before hitting a low cap?

  14. #34
    Relic Weapons
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    Does anybody happen to have a table of TNL figured for each rank up to, say, rank 20?

    If it is based on a set amount for how much you should be able to earn on one class in 8 hours, then we should all hit surplus at about the same time, right?

    I played as Thaum and hit surplus at rank 14, which is when I switched to other classes to play. Thaum was my first and only class for those 14 ranks, and yes, I did partake of the ludicrously hyperinflated guildleves at the start of p3, so I know the data is likely to be skewed. I'm just interested in how many skill points I actually earned in those 14 ranks, but didn't take notes of how much it was to level each rank.

    Help a brother out?

  15. #35
    the whitest knight u' know
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    The only significant problem I see with this is in a pickup EXP-party situation. This is going to result in a lot of member loss/replacement situations that are, 99% of the time, detrimental to the group as a whole.

    "Hey, thanks for the invite"

    *30min later*

    "EXP is terrible, I guess I'm fatigued, thanks for the group!" *disband*
    or
    "I'm switching to Lancer now, my Thaumaturge is fatigued"

  16. #36
    Chram
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    Its a shame they will spend so much addressing and adjusting this when then they could make it normal rested exp and work on more content/fix other bugs.

    Quote Originally Posted by Sephiroth View Post
    So you get 8 hours worth of normal EXP rate per week? Then it decreases every hour for the next 7 before hitting a low cap?
    Are you not familiar with Excitebike? That is the most ingenious explanation possible.

  17. #37
    New Spam Forum
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    Could have sworn I saw someone mention not making thread for this topic... anywho...

    I hope they will do right by this, I didn't mind it too much till the end when I was trying to get too 20 weaving. Yes it did hit me the first day and not knowing about it I thought it was gear damage. Oh well; I see the good and the bad in this... helps people who are less devoted not get too far behind; makes the rest of us be either diversified or board.

    It'll be interesting to say the least.

  18. #38
    Chram
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    Quote Originally Posted by miokomioko View Post
    The only significant problem I see with this is in a pickup EXP-party situation. This is going to result in a lot of member loss/replacement situations that are, 99% of the time, detrimental to the group as a whole.

    "Hey, thanks for the invite"

    *30min later*

    "EXP is terrible, I guess I'm fatigued, thanks for the group!" *disband*
    or
    "I'm switching to Lancer now, my Thaumaturge is fatigued"
    Shitty parties will most likely never hit fatige.

    Standard/Competent parties will.

    Hardcore burn parties will blow through and hit fatigue quickly unless SE keeps a very close eye on exp trends or develop a phenomenal formula for the system. Which I wouldn't hold my breath on happening.

  19. #39
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    Quote Originally Posted by Sephiroth View Post
    So you get 8 hours worth of normal EXP rate per week? Then it decreases every hour for the next 7 before hitting a low cap?
    Not that it matters currently since I'm sure the amounts will be adjusted by the time Open Beta hits, but now that it's been explained how it works you can maybe figure out how to get around it. If you pace yourself for the first 8 hours, maybe crank it for 7 then go make a really, really big sandwich then eat it, you can let your average lower itself back under the bar. This won't help if you really want to just sit and grind for 12 hours straight, but at the least it'd make it so that you're getting full XP for the time that you do spend grinding.

  20. #40
    the whitest knight u' know
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    I had been playing on/off for 3 days or so with no issue, and it didn't hit me until I ground like 6+ ranks of fishing in one session from a shitload of Guardian's Favor'd Fieldleves, Spearfishing, and whatnot. I don't like the 7 day reset, 4 or so seems more realistic to me.

    It's just that there's so many ways to bottleneck people from grinding to the end of the available content too quickly... this way just sounds bad.

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