Results 76 to 100 of 811

  1. Post
    #76
    LOL!

    Well I hope FFXIV has trade chat!

    (and CUPCAEKS)

  2. Post
    #77
    Keep the trolling in WoW with all the little kiddies would ya

  3. Post
    #78
    Bt wrote:
    Keep the trolling in WoW with all the little kiddies would ya
    I shall try!

  4. Post
    #79
    Typical, got a beta key just as Closed Beta was ending and Open Beta starting...

  5. Post
    #80
    Now I see why they want to charge $3.00 per additional character you create.

    Final Fantasy XIV: “Players Only Allowed 1 Hour a Day”

    Q: 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.
    You want people to create more characters because you're charging them to do it!

  6. Post
    #81
    Cpt.Neon wrote:
    Now I see why they want to charge $3.00 per additional character you create.

    Final Fantasy XIV: “Players Only Allowed 1 Hour a Day”


    You want people to create more characters because you're charging them to do it!
    Nah, you can change class on your same character to avoid the fatigue.

    I'm pretty much not going to play if they have a fatigue system in place though, they're pointless and annoy the crap out of me.

    Just another way to make the hardcores more in line with the casuals.

  7. Post
    #82
    ridiculous idea, if it goes through to retail i won't be buying it

  8. Post
    #83
    Oh man, this is hillarious, whoever thought up that bright idea needs to be wished all the best in his future endeavours.

  9. Post
    #84
    cancelled my pre order.
    man they must be smoking some really good weed if they are coming up with such crap ideas.

  10. Post
    #85
    Has that been confirmed?
    Sounds like a troll. The source is a site full of hentai... go figure.

    If real it sounds pretty terrible for most people but on the positive side it will be easy to manage how much I play.

  11. Post
    #86
    sankakucomplex or w/e is the stupidest site on the internet practically. They're just exaggerating the truth for effect.

    Fatigue exists, but not that badly.

    Oh, but in response to Bt, the fatigue system is a way to waste people's time more so than it is a way to keep hardcore players in line with casuals. Even casuals will reach fatigue at some point. It only goes away when you level other classes (kind of like how you had to level subjobs in FFXI to waste your time).

    I thought it was a joke at first too, but SE seems really adamant about it for some reason. Perhaps they'll change it 'cause so many people are crying foul over it.

  12. Post
    #87
    Well had a read on the FFXIV beta forums regarding it and it seems it is legit.

    You're looking at one hour play a day for each class.

    I'll be giving it a miss if this is the case and going back to Cataclysm.

    Just not interested in leveling every single class and craft just because I can't level my main.

  13. Post
    #88
    http://ffxiv.zam.com/story.html?story=23080

    Don't be so hasty nowdays.

  14. Post
    #89
    so it might be everything we think it is....or maybe it isn't.
    *sigh*

  15. Post
    #90
    Hmmm, I highly doubt that they would let that go live, surely? what with the changes they've made to cater for foreign market?

  16. Post
    #91
    1 week timer on fatigue... can i just say, wtf.

  17. Post
    #92
    http://www.ffxivcore.com/topic/11964...komoto-speaks/

    its actually even worse than i thought

  18. Post
    #93

  19. Post
    #94
    ........................
    ........................
    ........................

    I wonder, if I did play could I ask for a refund on all the time I can't gain expereince?

  20. Post
    #95
    I'm going to keep my pre-order until a few days before release.

    If this system hasn't been removed or refined by then, i'll be cancelling and going elsewhere.

  21. Post
    #96
    I don't see why they need a fatigue system in the first place. Why would any MMO developer want to limit the amount of time their customers play?
    Casuals don't care if people are ahead of them in game content, that's why they are casuals.

    I really want to get into the open beta now and see how it works out. :/

  22. Post
    #97
    Deathguise wrote:
    I don't see why they need a fatigue system in the first place. Why would any MMO developer want to limit the amount of time their customers play?
    Less server load, less bandwidth and traffic fee's... same monthly subscription income.

    This sounds like a titanic fail boat idea, the community will rage until this is removed or reduced.

  23. Post
    #98
    I guess it's because they havn't figured out what they are going to do about end game content and need to give themselves as much time as possible to iron it all out.

  24. Post
    #99
    I'm sure SE will reconsider. It is, after all, a beta. A time for testing ideas.

    I think the NDA is still in place? If it is, this is the reason why.

  25. Post
    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
    Cant be bothered with a game that forces me to play multiple classes and I can only play my main class for eight hours before diminishing returns regarding XP kick in.

    Will wait till the end of Open Beta and see how things turn out.