LOL this guy should go on vacations again, that was the worst system a game ever had, leave this forums and go whip yourself...So, I was thinking a way to keep the same pace of leveling mixed with an option to have a slower pace of leveling. Bring back Fatigue, though, make it an option to turn it on/off if you want. Fatigue had level ups as well, so make the level ups beneficial to those who choose to have it on. It can give you overall perm. stat increase or something else.
Please give your hate, comment, suggestions. Please try to add to the idea. Because really, you shouldn't force people to play a certain way, I mean, that's what you guys always say.
for those who don't knwo what Fatigue is.
http://www.youtube.com/watch?v=abE09-tqhoM
Well here's the problem:
If the incentive you get from leveling slower is good, people will be gimp if they level rapidly, effectively forcing every serious player to level slowly, or they'll be forever gimp for the rest of their lives.
If the incentive for leveling slower is bad, it won't be worth doing over leveling normally, and the feature becomes a waste of development resources.
By the way, if you've failed to realize this: Rested exp = exp fatigue, except the exact same effect is achieved by rewarding players for being inactive, rather than punishing them for being active. Consider this example:
Player 1 has rested for 24 hours, and is going to play for 5 hours. The exp per kill is 400. In total, this player ends up getting 20 kills at 600 exp and 80 kills at 400 exp. Total exp over 5 hours: 44000. Total time spent feeling like the game was punishing him for being efficient: 0 seconds.
Player 2 has no rested bonus and is going to play for 5 hours. The exp per kill is 500. In total, this player manages to get 60 kills over the first 3 hours, gaining him 30000 exp. Over the 4th hour, he is suffering a fatigue, reducing exp gain to 450 per kill, and over the 5th hour, 300 per kill. He gets 20 enemy kills at 400, and 20 kills at 300. Total exp: 45000. Total time spent feeling like the game is punishing him for being efficient: 2 hours.
Now before you say "but you used different exp values!!11". Yes, I did, because a game developer does not simply throw random exp values at monsters. They most likely plan how much time they want a player to spend on leveling before they reach the max level. Then they would adjust exp gain, exp per level requirements, and then design the monsters to be defeatable in a certain amount of time.
That's why we can generally kill a lv30 dormouse in the same amount as a lv30 dodo, and get the same amount of exp from them. You don't see a lv30 dodo with 500 times more hp than a lv30 dormouse and an attack that hits you for 1 damage, because that would be retarded to level on because it would take a 500 times longer to kill it for the same amount of exp, even if the dodo was just as *easy* as the dormouse, due to its inability to kill you.
You can't just throw random exp amounts at monsters of random strength. Then you would end up with a game where if you were one certain class, you might be able to get 5000000 exp in an hour by targeting the right mob and reach max level within the first day. Or the other way around, you could end up with not being able to reach the max level in 12 months. That's why you have to plan a time frame for max-level-attainment and then balance the grind in a way that makes the various classes get there roughly at the same pace.
If the FF14 dev team thought we leveled too fast after fatigue was taken away and rested was implemented, they would have reduced the base-line rate of exp gain per kill. They could also have achieved the exact same goal of "increased leveling rate" by keeping the fatigue system and boosting exp per kill, but as I've said before: This makes you feel like you're punished for playing, instead of feeling like you're rewarded for taking a break.
-edit-
Fixed some typos.
-edit 2-
Fixed some math too!
Last edited by Mirage; 07-04-2012 at 03:28 AM.
Oh man, I remember this video and all of the discussions surrounding it. Fatigue is actually revolutionary, and SE are visionaries! What a brilliant idea! Anyone who hates it clearly just doesn't understand it. The same applies to the market wards.
FFXIV's launch was a strange and different time.
Ya, exactly there is an option to level faster, why not slower?Well here's the problem:
If the incentive you get from leveling slower is good, people will be gimp if they level rapidly, effectively forcing every serious player to level slowly, or they'll be forever gimp for the rest of their lives.
If the incentive for leveling slower is bad, it won't be worth doing over leveling normally, and the feature becomes a waste of development resources.
By the way, if you've failed to realize this: Rested exp = exp fatigue, except the exact same effect is achieved by rewarding players for being inactive, rather than punishing them for being inactive. Consider this example:
Player 1 has rested for 24 hours, and is going to play for 5 hours. The exp per kill is 400. In total, this player ends up getting 20 kills at 600 exp and 80 kills at 400 exp. Total exp over 5 hours: 50000. Total time spent feeling like the game was punishing him for being efficient: 0 seconds.
Player 2 has no rested bonus and is going to play for 5 hours. The exp per kill is 525. In total, this player manages to get 60 kills over the first 3 hours, gaining him 30000 exp. Over the 4th hour, he is suffering a fatigue, reducing exp gain to 450 per kill, and over the 5th hour, 375 per kill. He gets 20 enemy kills at 400, and 20 kills at 300. Total exp: 49500. Total time spent feeling like the game is punishing him for being efficient: 2 hours.
Now before you say "but you used different exp values!!11". Yes, I did, because a game developer does not simply throw random exp values at monsters. They most likely plan exactly how much time they want a player to reach the max level, then adjust exp gain, exp requirements, and design the monsters to be killable in a certain amount of time, if you play your class properly.
If the FF14 dev team thought we leveled too fast after fatigue was taken away and rested was implemented, they would have reduced the base-line rate of exp gain per kill. They could also have achieved the exact same goal of "increased leveling rate" by keeping the fatigue system and boosting exp per kil, but as I've said before: This makes you feel like you're punished for playing, instead of feeling like you're rewarded for taking a break.
Fatigue and Armory systems were good ideas on paper. Who knows what could have been had Tanaka had more time.
Alas, those days are nearly two years removed and 2.0 is on the horizon. So long, fatigue.
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