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Old 08-26-2010, 01:53 PM
cured cured is offline
Aviak


Join Date: Aug 2010
Posts: 71
Default LOL @ Final Fantasy XIV

http://www.ffxivcore.com/

Quote:
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.
Essentially giving you 8 hours per class type to level at regular exp, then dropping off for the next 7 hours until exp gain is 0. The diminished exp timer can be brought back up if you aren't fighting but otherwise you have to change classes (and weapon types, too, since the skill ups are done through weapons) to continue leveling. But at some point, experience gain stops completely and will only reset after a week has past from when you first started gaining exp that week.

I honestly have no idea what I just wrote, that's just what I've gathered from reading the notes about the game coming out. Who wants to play a game full of that kind of red tape?
  #2  
Old 08-26-2010, 02:42 PM
Crover_CT99 Crover_CT99 is offline
Aviak


Join Date: Feb 2010
Posts: 92
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Yeah I can't help but agree. I've watched my brother play and many of the design choices are just weird. The cultural differences in Western and Eastern audiences is made apparent.

It just seems silly that they wouldn't implement a similar system to other games in which people who play less are aided in catching up, rather than forcing people to slow down. Vanguard had it right - you could mentor down, brotherhoods worked to keep friends in the same level range, there was xp-off for completionists, and plenty of xp pots/scrolls to be had for the power gamers. Literally every play style was accommodated for.
  #3  
Old 08-26-2010, 03:20 PM
Reiker Reiker is offline
Banned


Join Date: Oct 2009
Posts: 939
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This is (not really) surprisingly one of the less idiotic aspects of FFXIV
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