Quote Originally Posted by Catstab View Post
I see where they were coming from with the 24 hour timer. With a 4 hour time you could release a plot at 3 am and it would sell by 7, making transfers pretty simple. That said, I think the timer in general is a travesty. People pour blood, sweat, and tears into thousands of hours camping every day across the game. It's horrible. SE really needs to come up with a way to make the camping process fully passive.

Obviously their thinking was we would just walk up, check, no. Walk up 6 hours later, check, no. 4 hours later, check, yes! But in reality, you can click 36,000 times in those 10 hours, so players will click 36,000 times.
My college degree is in psychology, research specifically. In one of my freshman research methods classes, we did a study using rats to determine behavior with different delivery of food (reward).

Other groups got fixed ratio schedules (the rat would receive a pellet after a set number of bar presses). Or Fixed interval (the rat receives a pellet after a set amount of time has passed).

My team got the variable ratio schedule. (There's also fixed ratio which has similar results.) There was no set amount of time or number of bar presses. Meaning the rat had no idea when they would get a food pellet, no matter how many times it pressed the bar or how long it waited between bar presses. It was entirely random. Much like the clicking of a placard in FFXIV's housing savage.

Predictably, the other rats learned to either wait a certain amount of time, then go press the bar for a food pellet. Or press the bar a certain number of times to get a food pellet. Our rat, having absolutely no freaking clue when it'd get a pellet, never stopped pressing it.

Thanks to SE, players have been reduced to rats on a fixed or variable ratio schedule.