Which just proves it was presented well.
The idea is still you get X exp from a mob, which reduces over time, resulting in (X - Y_t) exp.
If you present this as a bonus (guardian aspect, rested XP), there are more chances people will accept the system unlike a negatively formulated system (fatigue)
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No...Which just proves it was presented well.
The idea is still you get X exp from a mob, which reduces over time, resulting in (X - Y_t) exp.
If you present this as a bonus (guardian aspect, rested XP), there are more chances people will accept the system unlike a negatively formulated system (fatigue)
Rested experience is an added bonus on top of regular experience. The regular experience is based off the mob level, and your level. No matter what, you'll get a set amount of experience based off what you kill.
Fatigue was regular experience being reduced to nothing, forcing you to switch classes. This is nothing like the system we have now.
Mathematically, it's the same system. The only difference was the maximum amount your exp gets reduced over time and the exp level, which is a change of a variable.No...
Rested experience is an added bonus on top of regular experience. The regular experience is based off the mob level, and your level. No matter what, you'll get a set amount of experience based off what you kill.
Fatigue was regular experience being reduced to nothing, forcing you to switch classes. This is nothing like the system we have now.
It does not change the fact you earn "more" exp after taking a break than if you would continue to level constantly.
All that changes is the base level of exp and the boost rate being inverted, thus appearing to be a bonus.
It's like saying "your bow does less damage when the target is near you" vs "you do more damage if the target is further away". The later sounds like you're getting "more".
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]



Mathematically it's not.Mathematically, it's the same system. The only difference was the maximum amount your exp gets reduced over time and the exp level, which is a change of a variable.
It does not change the fact you earn "more" exp after taking a break than if you would continue to level constantly.
All that changes is the base level of exp and the boost rate being inverted, thus appearing to be a bonus.
It's like saying "your bow does less damage when the target is near you" vs "you do more damage if the target is further away". The later sounds like you're getting "more".
Fatigue system: Experience is reduced to nothing if you played a single class too much in a specific time frame.
Rested system: Experience is boosted 50% for the remainder of the bonus, then it goes back to being 100%.
Yes, obviously, if you played for an hour once a week, you wouldn't hit the fatigue, but that still doesn't change that they are two completely different systems, and one is CLEARLY worse than the other.
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