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 Komoto discusses Fatigue

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Roan Varuna



Joined : 2010-07-18
Posts : 557

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 11:51 am

A million and one things have been stated in a million and two places.

Right now I want to see how this translates to the next testing phase and how/if it'll be tweaked for launch.

Basically, the information out there is either:

1- Falsified
2- Mistranslated
3- Taken out of context

All we can realistically do is wait and see (or hope for a miracle that sees SE divulge the entirety of their XP system).
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Corday Rynir



Joined : 2010-07-20
Posts : 255

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 11:59 am

Something tells me SE won't divulge their system in its entirety. They're a company that likes keeping their hand close to their chest. Not that there's anything wrong with that... if we know EVERYTHING... where's the fun in exploring and figuring things out ourselves?

I don't think we'll see XP tweaked up or down in OB, but that's just my opinion and is in no way based in anything other than my own perceptions.

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Never argue with an idiot. He will drag you down to his level, then beat you with experience.
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Roan Varuna



Joined : 2010-07-18
Posts : 557

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 12:11 pm

Totally agree with you Corday. Sad part of this whole affair though is that people are so keen to flawing everything that they are quick to condemn with little to no evidence.

The image comes to mind of children throwing their hands down in a fit when it's time to eat the broccoli. It may be a little bitter, but it's good for us.
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Corday Rynir



Joined : 2010-07-20
Posts : 255

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 12:23 pm

That's the wonder of the Interwebz... anonymity affords people the luxury to be complete imbeciles.

Speaking of kids and broccoli... I guess my 2 year old is a freak... he loves broccoli lol Onigiri Beaten

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Never argue with an idiot. He will drag you down to his level, then beat you with experience.
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Johari Fenix



Joined : 2010-07-20
Posts : 83

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 12:48 pm

This pretty much sums up how the surplus/fatigue thing works:
Quote :

Balancing Character Growth in Beta 3
Once again, we would like to thank you all for your participation and support during the Closed Beta. We will continue to take your valuable feedback into consideration as we develop the game during Open Beta and even beyond the official release.

Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.

Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.

In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.

Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.

For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.

It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.

Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.

The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.

This is how the progression system currently works.

This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:

- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.
- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.
- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)

That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.

We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.

The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.

At the very least, we can promise that players won't be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.

We would like to take this opportunity to also explain the following issues.

The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.

We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.

These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.

Last of all, I would like to apologize for the delay in releasing a developer's comment due to my recent attendance to Gamescom. The article based on my interview during that trip, coupled with conjecture, outdated information, and some misunderstandings on overseas websites, only added to the confusion. In the future, I hope to avoid similar problems by responding directly through official developer's comments as often as possible. Thank you for your understanding.

See you in the Open Beta Testing!

FINAL FANTASY XIV Director
Nobuaki Komoto

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Monk Deode



Joined : 2010-07-29
Posts : 84

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 1:04 pm

I love his reasoning behind why he wants a system like this to exist and what problems they want to address by it... not sure I agree with the implementation or rather this implementation might generate more negative feedback than its positive effects. We'll see how I feel after playing with it. Most likely won't even affect me though.
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Avgustin Narion



Joined : 2010-07-02
Posts : 129

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 1:59 pm

Quote :
It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.

I think this point alone should quell any sort of uproar behind this system.

So unless you gain fifteen hours' worth of experience on a single class without ever doing anything else, then it seems to me that your skill point receipt should never reach zero.
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Khalus Akuhei
Furtively Altruistic


Joined : 2008-05-21
Posts : 4384

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 3:03 pm

Avgustin wrote:

So unless you gain fifteen hours' worth of experience on a single class without ever doing anything else, then it seems to me that your skill point receipt should never reach zero.

Plus its pretty clear that the final 7 thresholds regen themselves slowly when not being engaged in combat {part of my original theory}, so essentially once you get down to that lower point go do something non combat related for awhile or change classes, craft, harvest, explore....etc and let it recover, before the week is out!
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Avgustin Narion



Joined : 2010-07-02
Posts : 129

PostSubject: Re: Komoto discusses Fatigue   Thu Aug 26, 2010 3:15 pm

Khalus Akuhei wrote:
Plus its pretty clear that the final 7 thresholds regen themselves slowly when not being engaged in combat {part of my original theory}, so essentially once you get down to that lower point go do something non combat related for awhile or change classes, craft, harvest, explore....etc and let it recover, before the week is out!

Exactly! This is a mechanic that really isn't going to affect many people in a significant way.

All of the doomsaying is simply the result of impatience on the part of the players. These people are being extraordinarily vocal, too, which is overshadowing the opinions of the community as a whole.

It's good to see that even on Core, where I've read so much hatemongering, an overwhelming majority of users (to the tune of 90% of poll responders, if I remember correctly) have not canceled their preorders and have every intention of playing the game upon release
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Vjad Shadoweye



Joined : 2010-08-22
Posts : 101

PostSubject: Re: Komoto discusses Fatigue   Fri Aug 27, 2010 9:50 pm

thank you johari thats much better information, with the knowledge that either time spent crafting or playing a second class allows your main class to replenish is important.
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Khyr Isseos



Joined : 2010-08-31
Posts : 35

PostSubject: Re: Komoto discusses Fatigue   Wed Sep 01, 2010 4:01 pm

Honestly in my opinion , it really does not bother me , this !fatigue! system, i really want to explore the in-game in Depth , Is it not better to do different things than rather sit 15 hours leveling the same thing everyday , thats my opinion Onigiri Dance , guess there just pushing this on people and i know some people dont like it , anyways well have to wait and see, i read that beta will start today so hopefully will be able to test this out first hand and see for myself.
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Thistlin Polarius



Joined : 2010-06-14
Posts : 47

PostSubject: Re: Komoto discusses Fatigue   Wed Sep 15, 2010 10:04 pm

I personally like this idea, it restricts players from being able to rush through the game, the consequence of making the game solo-able is that people can't rush through the game then bitch that theres no end game. I like the idea especially since I will be playing casually while the school year is on. More than likely between my 2 mage classes, and my 2 crafting classes, the approx. 40 hours I have a week that will receive experience will be more than enough. Downside, waiting for a damn party later in the game may suck up the timer.
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