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 Post subject: Fatigue Explained in More Depth
PostPosted: Tue Aug 24, 2010 8:03 pm 
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Warning: Some pics on this site may be a bit objectionable if opened in a public environment. Possibly NSFW and all that.

http://www.sankakucomplex.com/2010/08/24/final-fantasy-xiv-players-only-allowed-1-hour-a-day/

Tehkei linked me this, after he heard about it on Twitter. It's a pretty interesting read about how they are planning on implementing fatigue. Apparently we will only get to play a particular class for four hours before waiting around for 2 days to exp on it again. Apparently after four hours of play time as a Conjurer, you'll be reduced down to 0 exp for your actions and must wait 48 hours before you gain exp back again.

I dunno... This is pretty lame, if you ask me (If it's true). Totally geared to just letting you play 1-2 hours a day. If this is true, then S-E execs must have some of the biggest balls in all of Japan :D

What do you think?

Quote:
Square Enix is introducing a “fatigue” system to upcoming MMORPG Final Fantasy XIV which will apparently see players hit with crippling penalties if they play more than an hour a day, with those daring to play more than 4 hours having their XP reduced to 0.

Square Enix acknowledge the existence of the system in an interview and in previous comments, but are strangely reticent about providing specifics:

Quote:
Tell us about the “fatigue” and “dormancy” systems please.

We wanted to introduce a system to reward players who don’t have a lot of time to play. Maybe it looks as though we are placing long playing users at a disadvantage, but the idea is really to let play for short periods be viable.

Won’t that cause some concern amongst players who play for longer?

We want these players to try different classes. If you change class the fatigue doesn’t affect you, so you could try non-combat classes as well. You actually have more play choices now as you can make more characters.


“Some concern” may be a colossal understatement if early reports of just how draconian the limits are turn out to be correct:

Quote:
Fatigue goes up to about 50% in 2 hours, and it takes 2 days to go down! So, if you play 4 hours you have to stop playing completely for 2 days!

WHAT!?

Only 1 hour a day!

What’s really amazing is that you have to pay a monthly subscription for this…

They can’t get away with this on a subscription game. They’ll be sued!

So you get bonuses for staying logged out – the servers are going to be nice and quiet, aren’t they!

More on the “dormancy” system:

Recovery takes time.

2 hours of combat or 1 hour of craft will induce “dormancy.”

The dormancy is actually shared over different characters.

It will decrease gains to 0% in the end.

It seems to be proportional to the amount of XP you earn.

Both light and heavy player are going to weep...


Such systems are not unique, but Square Enix appears to have taken the system to an extreme likely to either completely eliminate its “hardcore” player strata – to say nothing of its high-handedness in dictating to players that they can only play an hour day.

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PostPosted: Tue Aug 24, 2010 8:32 pm 
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Quote:
Tell us about the “fatigue” and “dormancy” systems please.

We wanted to introduce a system to reward players who don’t have a lot of time to play. Maybe it looks as though we are placing long playing users at a disadvantage, but the idea is really to let play for short periods be viable.

Won’t that cause some concern amongst players who play for longer?

We want these players to try different classes. If you change class the fatigue doesn’t affect you, so you could try non-combat classes as well. You actually have more play choices now as you can make more characters.


Bolds for emphasis.

These people don't seem to realize that punishing one group=/=rewarding another. Playing for short periods in FFXI was never unviable. As long as you were able to find a party you could stick for an hour if you wanted, or hang around for 4, 6, 8, etc. Removing any possibility of extended play just seems pointless, especially at $13/month. It's like paying for netflix and only being able to use instant watch 4 times a month. The statement there concerning having "more play choices" is absurd. By limiting the amount of exp that can be gained so harshly the choices are eliminated. You can play GLD if you want, and after 4 hours (across a span of days) you MUST play something else. FFXI was wide open. 21 jobs and 10 crafts all available on the fly, 24/7, without changing characters..that was a hell of a system.

I hate Japan more and more every day and I haven't even seen this game in person yet, haha.

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PostPosted: Tue Aug 24, 2010 9:15 pm 
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I remember when WoW did this...

...during the beta...

...that never saw the light of day...

Knowing SE, they won't listen to their customers, will definitely make it to the release, and won't make it past 6 months. If it did, I'd lol

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 Post subject: Re: Fatigue Explained in More Depth
PostPosted: Tue Aug 24, 2010 10:22 pm 
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Ridere wrote:
Apparently after four hours of play time as a Conjurer, you'll be reduced down to 0 exp for your actions and must wait 48 hours before you gain exp back again.


there is a fatigue system, but i don't think those numbers are correct.


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 Post subject:
PostPosted: Tue Aug 24, 2010 10:26 pm 
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here's a comment someone wrote on that article

Quote:
I don't suppose any of the staff at SankakuComplex are actually in the Beta? If they were and had a clue they might see that there's no such 1 hour penalty. It is true that there is a fatigue system and players aren't happy with it. But it doesn't apply at the hour mark and it doesn't reduce your exp to 0. Most players encounter it only after 10 or more levels and several hours. So it is at least more subtle than that.


pretty sure the 48 hour cooldown is bogus, too. i've heard you just have to play something else for a little while, until it recharges.


another:
Quote:
In my time in the beta, playing an average of 8 hours (7-9 hours), I've only gotten hit by the surplus ONE time and it was the one day I played for 14 hours straight. The people not in the beta need to play the open beta and see for yourselves. It's not nearly as big of a problem as a Vocal Minority makes it out to be. I'm not particularly happy about having a "soft cap" for daily play, but having only hit it once, I just changed to a Pugilist for a little while and went right back to my Gladiator with the surplus gone.


Last edited by Ultimaj on Tue Aug 24, 2010 11:11 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Aug 24, 2010 10:41 pm 
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Well, I'm in the beta, and I haven't experienced this personally, yet. I'm hoping it's not legitimate. That being said, as Angel mentioned below, a similar system was implemented for live on WoW. And they probably don't want to limit play time that much on the beta, because they want people actually logged in to test things.

So while I wouldn't so easily rule it out, I hope it's not true. This is S-E after all, and they make some pretty retarded decisions.

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 Post subject:
PostPosted: Tue Aug 24, 2010 11:46 pm 
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I can say for 100% that xp\sp does not work like that currently. I dont know if thats a bug or not.
even with my xp/sp in the yellow I still get 600-700 xp 100-300 sp per kill. Then maybe some surplus points.

the idea of limiting how much people can play in one day is stupid. What if I could only play two days a week? Im suppose to only be allowed to play for 2 hours?

I think square sees it like this. If you want to play a lot, you have to play a lot of jobs.

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 Post subject:
PostPosted: Wed Aug 25, 2010 12:48 am 
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Update:

Well, hopefully this will help but our mind's at ease. It's not much more than a twitter post, but here's Elmer's post on Zam about Tanaka bitching about the fatigue rumors. hehe

Elmer's Blog: http://ffxiv.zam.com/story.html?story=23080
Zam Forum Response: http://ffxiv.zam.com/forum.html?game=268&mid=128271173062774069&page=1

Quote:
"Foreign sites have lots of false rumors. They throw together words and fabricate remarks. Then Japanese sites take this and further [falsify it through] mistranslation. The fatigue point criticism has absolutely nothing to do with the actual [system] and is just full of wild ideas."

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 Post subject:
PostPosted: Wed Aug 25, 2010 6:33 am 
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Rather than blame foreign media for bad press, wouldn't it have been more productive to just plainly explain what surplus is and how it was supposed to work?

Course that would just be more PR bantar that is trying to cover up what the true purpose of surplus is.
Its not somethign designed for casual players, rather, it severly punishes casual players.
As the surplus design makes it impossible to ever catch up to the level of friends who play more. Unless they are willing to completely stop playing the game for a length of time.

Since every action in the game seems to contribute to character growth either in exp or skill, the game is sort of flawed in the way that its too easy to advance by doing something completely unrelated to your goals.
I think the surplus system was introduced to slow down this growth for everyone and make the game feel like it has more viable long term content than what it actually does.

The true, and less frustrating answer, really would have been to just not have cross job physical level and point allocation.
Being phys level 17 on a rank 1 job doesn't mean you can run out and play with your friend who is phys level 17 and rank 15 on another job which you want to party with. So really whats the point if you still can't function in a group setting.
Also, once you've capped physical level, I don't feel like there's a lot of motivation to continue to advance any of the class ranks. Sure you can get new abilities, but to what end? What now are you trying to earn with those new abilities? There's really nothing, and I find that boring.

If they had you level each class individually, at least you feel like you gain something, and you could have your points allocated per class, instead of waiting around 3 hours to change from a mage to a melee as the system is now. They created a rather smart sync system in FF11 that they could have carried over and advanced upon to let friends of different levels play together.

For the record, I played rather conservatively in the game. Maybe about 1-2 hours a day, and I frequently changed classes and genre. I also would log out for long periods of time before returning, and did a lot more travel than I ever did battle. Yet, I still got locked out of advancement from surplus. I hardly did any play at all. There is one thing this system definately is not, which is a casual player leveling ground.


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 Post subject:
PostPosted: Wed Aug 25, 2010 8:26 am 
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It think that it's BONUS rested XP like you get in WoW or Aion. After you have used your BONUS (rested) xp, it goes to NORMAL xp

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PostPosted: Wed Aug 25, 2010 9:31 am 
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This still-unknown fatigue/surplus situation also affects harvesting. After about an hour of fruitfully harvesting logs, branches, feathers, and other items from trees, suddenly I couldn't harvest anything. Where my swings had previously given me 4 chances at getting the item, suddenly 1 swing failed. Over and over.

I wanted to switch back to thaumaturge, but it was still under fatigue. Conjurer was under fatigue. Gladiator level 2 was under fatigue. The game was forcing me to craft and I didn't feel like crafting.

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 Post subject:
PostPosted: Wed Aug 25, 2010 10:51 am 
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Ultimatewarrior wrote:
It think that it's BONUS rested XP like you get in WoW or Aion. After you have used your BONUS (rested) xp, it goes to NORMAL xp


more recent posts on forums seem to indicate this
http://ffxiv.zam.com/forum.html?game=268&mid=1282738609248161831&page=1

"Basically it's 8 hours per week @100% Skill increase, then dwindling to 0
in 10% increments during the following 7 hours. However, this is class-specific.
So playing another class will give you a fresh 100% start for that class for 8 hours"

"Once you deplete surplus exp, it will be reduced to a 0% increase of your total exp gaining rate, which effectively means you're back to normal grinding mode, rather than 2x the speed if you had full surplus."


(100% - 7*10% = 0%? lol)

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 Post subject:
PostPosted: Wed Aug 25, 2010 10:53 am 
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Im still confused.

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PostPosted: Wed Aug 25, 2010 11:42 am 
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Lord, I go to work for a day and you guys start a massive fear mongering thread over that totally bogus sankaku complex article from the other day.

Ok, listen up. The Sankaku Complex article is completely wrong, they've mistranslated the notes on guildleves. Thats why it says "it takes 2 days to go down" -- because it's actually talking about guildleves taking 48 hours to reset. Basically, ignore the article from the OP because it's just plain wrong.

However, since then, one of the japanese dev's has gotten annoyed at the rumors, but makes no attempt to quell the rumors. It's like, hi dude, if you want us to stop guessing how your system works, stop being so damn secretive about it and explain what the heck it does.

So apparently that's happened. On the japanese tester site SE have actually written a post explaining what happens, and it's still BS.

It says that you get 100% EXP for 8 hours of play, after which, for the next 7 hours your EXP will drop by 10% each hour. 8 hours of play in a day before it messes up? Hey, that's not so bad, what's the big ---- holy shit a week!?

It says that once you hit surplus exp, it takes 1 week to reset (not gradually restore, reset!) back to 100%. You can only play 8 hours per week before you're penalized, that's just over 1 hour per day. If you play 2 hours per day you get 0% exp!? What the hell are they thinking!?

Apparently this restriction is per class, so if you change to another class, that class gets another 8 hours (per week) to play with normal skill. However EXP is global to all classes and one your EXP hits fatigue it's stuck like that all week.

Basically, SE have messed up reallly bad. All we can do is hope it's a mistranslation, because right now it's looking extremely bad.

Contrary to what some people seem to think it means, it does NOT say anything about bonus or rested exp. I'm not sure where people are getting that from. Anyone in the beta can tell there's no such thing as "rested exp", only the surplus penalty.


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 Post subject:
PostPosted: Wed Aug 25, 2010 11:49 am 
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Here's the official word from Tanaka:

Quote:
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.


Bull.


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PostPosted: Wed Aug 25, 2010 12:20 pm 
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Its going to change. The NA Beta forms are a mess right now with people bitching about it.

Im also annoyed because Square still wont stop giving the Japanese players better treatment. The NA forums still have no update, but the Japanese forums have something.

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PostPosted: Wed Aug 25, 2010 12:28 pm 
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Honestly, all they need to do is:

1) Increase that threshold. 1 hour per day, really? We can't play just one measly hour per day? You don't have to be into an MMO hardcore to play 2-3 hours per day.

2) Don't make the exp go down so low. 0%? Really? If it went down to 50% because you played over 40 hours in one week (6 hours per day) then I'd probably agree with it. As long as it never went below 50%.

(EDIT: This is of course assuming SE are stubborn and wouldn't remove the system entirely, which they should, but won't.)


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PostPosted: Wed Aug 25, 2010 12:57 pm 
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More news. What do you think? Sounds hopeful that things will be adjusted.

http://www.ffxivcore.com/topic/11964-surplus-and-you-komoto-speaks

Nobuako Komoto wrote:
"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.

Final Fantasy XIV director
Nobuaki Komoto "

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PostPosted: Wed Aug 25, 2010 2:07 pm 
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it won't last forever; day-one MMOs end up transforming into something completely different. but, seriously... what is their fucking problem lol. the only reasonable explanation i can think of is that they have 0 endgame content and they're trying to buy time before people hit level cap and get bored.


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 Post subject:
PostPosted: Wed Aug 25, 2010 2:23 pm 
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only fatigue I've been having is from SE's total BS.

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PostPosted: Wed Aug 25, 2010 3:16 pm 
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Interesting to note he does say the surplus is already being "saved" despite not having a purpose as of yet. Either way, it appears this needs to be changed drastically and quickly. Even when I was working in NYC and out of the house 11-13 hours a day I had more than an hour to kill on XI, not to mention my days off.

Do the regular edition spectacles speed up the rate at which you hit fatigue? haha

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PostPosted: Wed Aug 25, 2010 3:29 pm 
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I wouldnt get too worried about this right now. There is so much negative feedback coming in from every direction.

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PostPosted: Wed Aug 25, 2010 3:50 pm 
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The marketing people at SE must be going apeshit OMG!
oh and for open beta we should make characters with Blizzard devs names
like Tigole Blizzard, Ghostcrawler Blizzard, Tamat Blizzard etc lol

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PostPosted: Wed Aug 25, 2010 4:05 pm 
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I don't think people moaning on the forums is going to do anything. People have been moaning about surplus for months now and SE havent said a word. But then, the moment it starts appearing on the news sites, they're up in arms about it.

What needs to happen is the mainstream media to start making articles about how stupid it is.


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PostPosted: Wed Aug 25, 2010 4:56 pm 
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Glad Ket came in to set everyone straight about the sankaku article. It's a shitty thing to limit how much people can play, but I think some people are overreacting before we get to see the final system in place.

I can sympathize a little bit since I have a full time job now, but I know how it is when you just have days you can or want to play all day, like when I was still in high school. It could also be that I haven't had it happen to me yet, but I'm not all to into the beta at the moment. I'm going to wait to complain til it happens to me I suppose.

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