
Originally Posted by
Shurrikhan
The fatigue system had nothing to do with action cost. The fatigue system was simply the inverse of the rested exp system. Rather than spending "bonus" exp on just one class/job, you'd effectively get bonus exp on all of them and would swap to another class once the bonus for the given class's bonus ran out. Yoshida then made it far less alt-friendly by limiting the time-accrued bonus to what could be spent on a single class but placated the playerbase by calling it "rested exp" instead of focusing on its opposite "fatigue" (i.e., running out of rested exp). Hurray?
MP regenerated plenty quickly, and TP wasn't generated over time at all. It was more similar to a job gauge, in this case generated by basic attacks (GCD skills that were later replaced with passive auto-attacks, because somehow Yoshida felt the APM was too high, I guess?) and a select few other skills (Pummel, Flurry, etc.). You then spent it on skills of varying cost (until Yoshida consolidated them all down to just the cost of "combo" openers by drastically increasing all costs but then making all further actions within a "combo" free so long as you did them in order, such that 6000 --1000->2000->3000-- TP's worth of actions could be done with 1000 TP, and so the era of 123 456 123 456 began, in place of situational skills, multiple damage types, synergies, and varying attack shapes).
On the other points, though, agreed.