Nah, just foolin'. This was literally the WORST idea in the whole debacle that was the XIV launch.
It'd have been better to require a pin-prick blood sample at every login than surplus.
Nah, just foolin'. This was literally the WORST idea in the whole debacle that was the XIV launch.
It'd have been better to require a pin-prick blood sample at every login than surplus.
thing is, rested bonus is basically surplus except the word 'bonus' is used instead of 'penalty.'
...which makes it inherently the opposite when using the English language. ^^
P1: Surplus in the XIV world is either a penalty that is imposed upon players for playing (A) or a reward imposed upon players not playing (B).
P2: Surplus in the XIV world, as it stands now, is not a penalty imposed upon players for playing (A).
C: Therefore surplus in the XIV world, as it stands now, is a reward imposed upon players for not playing.
P1: A > B
P2: ~A
C: -> B
Boole says this passes.
Last edited by Yves; 10-03-2012 at 11:45 AM.
get bonus -> Play too much -> Bonus used up -> get less EXP...which makes it inherently the opposite when using the English language. ^^
P1: Surplus in the XIV world is either a penalty that is imposed upon players for playing (A) or a reward imposed upon players not playing (B).
P2: Surplus in the XIV world, as it stands now, is not a penalty imposed upon players for playing (A).
C: Therefore surplus in the XIV world, as it stands now, is a reward imposed upon players for not playing.
P1: A > B
P2: ~A
C: -> B
Boole says this passes.
Unless you're leveling up constantly, it's pretty easy to have bonus on all the time, thus a 'penalty' is imposed on you for playing too much (long enough to use up the "bonus.")
-or-
get "normal" exp -> play too much -> enter "surplus" -> get less Exp
The difference between the two is subtle at best.
You know, WoW did this too after beta, they had a 'fatigued" EXP tier, then people coplained, so they made "fatigued" the normal tier and called what used to be the normal tier "rested EXP" and everyone was happy even though they didn't actually change the parameters of the system at all.
When a bonus tends to be active more often than not, you become used to it, so you start to perceive the time without the bonus as a penalty.
Granted, in FFXIV, surplus was a little different, because it was possible to go down to zero EXP gain, whereas that's no longer possible. Just saying, these two things aren't really as different as people perceive them to be.
Last edited by Alhanelem; 10-03-2012 at 12:14 PM.
Your missing the point that surplus penalized standard EXP. The argument that surplus, as it stands today, is standard is incorrect. It may be common but it isn't standard. The difference is about as subtle as going putting a car in drive in reverse. The car is moving but in totally different directions.get bonus -> Play too much -> Bonus used up -> get less EXP
Unless you're leveling up constantly, it's pretty easy to have bonus on all the time, thus a 'penalty' is imposed on you for playing too much (long enough to use up the "bonus.")
-or-
get "normal" exp -> play too much -> enter "surplus" -> get less Exp
The difference between the two is subtle at best.
You know, WoW did this too after beta, they had a 'fatigued" EXP tier, then people coplained, so they made "fatigued" the normal tier and called what used to be the normal tier "rested EXP" and everyone was happy even though they didn't actually change the parameters of the system at all.
Today: play too much, revert to standard
Before: play too much, standard is penalized
I'm not missing the point. As described in my example, WoW used to have "normal" become "fatigued EXP" after you gained a certain amount of exp- this fatigue would recover over time (just like you gain rested bonus over time)Your missing the point that surplus penalized standard EXP.
After beta they changed it to "rested" and "normal EXP"- but the numbers, the parameters of the system were no different- they literally just changed the labels. "Rested" EXP was the same EXP that normal was before, and "normal" was the same as what "fatigued" was before. Yet people were happy, because they thought they were getting a bonus and no more penalty.
The only true difference here is that Surplus kept penalizing you more and more, while the fatigue WoW initially had was constant.
except for the fact that standard could get more and more penalized as you kept playing, there is no difference between these two things other than the labels. it was all a matter of perception.Today: play too much, revert to standard
Before: play too much, standard is penalized
Because i spend so much time on a level 50 class, I'm basically always in "rested" mode. Thus, I percieve the "rested" exp as "normal". After all, the very definition of "normal" is what is typical, common, the usual. This makes the "normal" exp more like a penalty.
Disclaimer: I'm not actually upset or angry or complaining. I'm merely making observations here. The system is fine as it is (and this thread was clearly not serious in the first place)
Last edited by Alhanelem; 10-03-2012 at 12:24 PM.
(A x B) - C = XI'm not missing the point. As described in my example, WoW used to have "normal" "fatigued EXP" after you gained a certain amount of exp- this fatigue would recover over time (just like you gain rested bonus over time)
After beta they changed it to "rested" and "normal EXP"- but the numbers, the parameters of the system were no different- they literally just changed the labels. "Rested" EXP was the same EXP that normal was before, and "normal" was the same as what "fatigued" was before. Yet people were happy, because they thought they were getting a bonus and no more penalty.
The only true difference here is that Surplus kept penalizing you more and more, while the fatigue WoW initially had was constant.
except for the fact that standard could get more and more penalized as you kept playing, there is no difference between these two things other than the labels.
(A x B) + C = X
A: Time played (can also be EXP gained)
B: imposed multiplier (be it a penalty or bonus)
C: EXP standard
X: Net EXP
The two are entirely different equations. The only way that the equations are the same is if the value of C was adjusted in a manner that offset the change in values of B. I don't know if there was an offset since I'm not involved in the programming. From my experience (from launch until now with only about a total of one month AFK) there didn't appear to be.
Anyhooo, you can plug any numbers into the equation and the results are entirely different. Hence, they are not the same thing.
A: 10
B: 7
C: 3
(10 x 7) - 3 = 67
(10 x 7) + 3 = 73
You're not doing the math correctly. You are using different formulas for each scenario, when in WoW the same formulas were used for both scenarios.
In FFXIV it isn't exactly the same because EXP was totally rebalanced and different amounts of EXP were given for different things (and they introduced chains and other effects), and the surplus EXP wasn't constant (it would get worse if you kept pushing it)
In the example I gave, the "penalized" EXP of the old system and the "normal" EXP of the new system were the EXACT SAME AMOUNTS OF EXP. The amount of EXP after the bonus was applied in the new system and the amount of exp before the penalty was applied in the old system were EXACT SAME AMOUNTS of EXP.
That is:
Old: Get 100 EXP a kill, degrades to 50 EXP. Degredation recovers with inactivity.
New: Get 50 EXP a kill, bonus is 100 EXP. Bonus accumulates with inactivity.
LITERALLY THE SAME FORMULAS WERE USED. I REPEAT- the SAME formulas. The only difference was what they called each tier of EXP.
I realize that what I described about "having the bonus most of the time due to my circumstances" isn't something that everyone experiences. But when you always have a bonus, it's as if the bonus is the normal tier and you are being penalized after you play for so long (when you don't normally play that long). This is just a perception that occurs by having a bonus always applied.
Again- in all fairness, FFXIV didn't do things exactly the same way, and since it was possible for EXP gain to stop completely, FFXIV's surplus was a shitty thing to have- now even in the worst case scenario, you're still gaining EXP. So it's a massive improvement and everyone was rightfully happy. I'm simply describing to you how when a bonus becomes the norm, the norm can be viewed as a penalty.
Last edited by Alhanelem; 10-03-2012 at 12:40 PM.
I'm calling BS on this. The EXP was actually increased per mob with the introduction of the new surplus system. EXP per mob was absolutely not reduced in order to balance the same equation. Remove linking bonus and go back to the post-coblyn/doblyn nerf. Kill a r50 dobyln at level 49 and it gave you around 198 EXP. Go kill one now and you're not getting <198. Based on that information there was no such adjustment made.
Either I'm not understanding your point or you're using incorrect information. No offense intended, btw.
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