I very much agree with this. If you want to benefit casual players, don't penalize hard core ones. They should have an SP bonus system to benefit casuals, such as a rested SP bonus where you build up the bonus from being logged off of the game.A cure for surplus: Remove it.
People completely misunderstand it, the mechanic isn't even doing what it was intended for, and it just overall hurts the image of the game when the consumer thinks about purchasing the game. "Isn't that the game where you can only exp for a certain amount of hours per week?"



And you don't think people would complain about that? A game that benefits those who do not play it XD
Nah only the ignorant would complain about it unless SE made the rested xp with overpowered gains. In WoW the rested xp just allowed someone to get back within range of a dedicated leveler. However the dedicated person would still be ahead with gear, enchants, and etc.
The surplus system is really annoying though. I have a lot of fun until I hit it then I get really bored. Leveling other jobs does not make it replenish fast enough(if it does at all). So in the end I have to wait a week... Why the hell is my character so lazy it takes a week for him to get his strength back?
Last edited by Akumu; 04-01-2011 at 12:02 AM.
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Not disagreeing with you, but why do you stop leveling the current job when you hit surplus? It's only a -10% loss. How is not earning an additional 10k making the game so unfun for you that you stop all together on that job? I'm confused.Nah only the ignorant would complain about it unless SE made the rested xp with overpowered gains. In WoW the rested xp just allowed someone to get back within range of a dedicated leveler. However the dedicated person would still be ahead with gear, enchants, and etc.
The surplus system is really annoying though. I have a lot of fun until I hit it then I get really bored. Leveling other jobs does not make it replenish fast enough(if it does at all). So in the end I have to wait a week... Why the hell is my character so lazy it takes a week for him to get his strength back?
My bad should have detailed it a bit more. I don't stop soon as I hit surplus but about 4/5 ranks in and I notice the big difference. As of now I started leveling lancer and in 1 day hit rank 5 surplus. I can grind through it but its like adding a grind on top of a grind.
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People would argue that this is exactly what the surplus system is, that "normal" SP is actually "bonus" SP, and in surplus mode you're earning "normal" SP.]
Of course, this is not true, but that's the logic the fanboys are using.
If you continue to play in surplus mode, eventually you will earn 0 SP per kill. Getting 0 SP for killing a monster is not normal. It's a penalty. Yeah, it takes a TON of grinding that only the stupidly insane hardcore players (or RMT bots) would do, but that's how it works nonetheless.
Even so, I think most of us have seen that the surplus system does not deter the hardcore or RMTs from doing what they do, and it fails to keep the casual players on the same level as the hardcore. I've been playing casually since CE launch, and I'm only just now getting into NM hunting, something that has already been well-established for awhile now.
If you give people the choice of the carrot or the stick people will choose the carrot. If they called normal SP 'bonus SP' and called heavy surplus 'normal SP' with varying reduction in 'bonus SP' in between then people wouldn't have a problem with it at all. It's all in the mind.
On topic, I like the death penalty suggestion however I wouldn't say it has anything to do with surplus. I would like to see something like this added into changes to the current death weakness and ending when the weakness ends.
My wishlist for the current death weakness changes (in addition to the gear damage introduction):
Death Weakness increased to 5 minutes, non-stacking, but refreshing timer on each death.
Removal of stamina regen burden while in death weakened mode.
Reduction of SP gain while in death weakened mode by 50%.
This gives people the choice to still fight while under the death weakness effect while receiving reduced SP and lower effectiveness without slowing down combat, or wait for the 5 minutes.
Last edited by Gun_Anam; 04-01-2011 at 09:55 PM.
Là á Bhlàir's math na Càirdean.
(Friends are good in the day of battle)
Thank you for sharing your idea.If you give people the choice of the carrot or the stick people will choose the carrot. If they called normal SP 'bonus SP' and called heavy surplus 'normal SP' with varying reduction in 'bonus SP' in between then people wouldn't have a problem with it at all. It's all in the mind.
On topic, I like the death penalty suggestion however I wouldn't say it has anything to do with surplus. I would like to see something like this added into changes to the current death weakness and ending when the weakness ends.
My wishlist for the current death weakness changes (in addition to the gear damage introduction):
Death Weakness increased to 5 minutes, non-stacking, but refreshing timer on each death.
Removal of stamina regen burden while in death weakened mode.
Reduction of SP gain while in death weakened mode by 50%.
This gives people the choice to still fight while under the death weakness effect while receiving reduced SP and lower effectiveness without slowing down combat, or wait for the 5 minutes.
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