FF XIV Limite 8 ore

Uno dei tanti

Radical Dreamers
Non mi sembra sia stato scritto qui, io non ci giocherò, però ve lo posto, vediamo che ne pensate voi player.

Secondo quanto detto dal game director di FF XIV [Hiromichi Tanaka], dopo aver giocato per 8 ore durante una settimana, saranno ridotti i punti esperienza guadagnati, questo per aiutare i giocatori che hanno meno tempo a disposizione a non perdere troppo terreno rispetto a chi può liberamente bruciarcisi sopra e expare, expare ed expare.

[non è ancora sicuro il tutto e magari ci sarà qualche modifica u.u]
 

Jeegsephirot

Metal Jeeg Solid
Staff Forum
in realtà non funziona cosi: durante le prime 8 ore di ogni settimana c'è un boost di exp sia per il class rank che per il phisical level, dopodiche si torna ad acquisire la normale esperienza.
 

flashwade

Member
in realtà non funziona cosi: durante le prime 8 ore di ogni settimana c'è un boost di exp sia per il class rank che per il phisical level, dopodiche si torna ad acquisire la normale esperienza.

che sostanzialmente è la stessa cosa, ma detta da te funziona di più. Secondo me potevano risparmiarsela e lasciare i megalivelloni nella loro partita a parte.
 

Jeegsephirot

Metal Jeeg Solid
Staff Forum
per me non è esattamente la stessa cosa e in ogni caso non vedo dove stia il problema, anzi.

Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.

Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.

In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.

Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.

For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.

It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.

Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.

The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.

This is how the progression system currently works.

This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:

- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.
- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.
- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)

That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.

We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.

The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.

At the very least, we can promise that players won't be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.

We would like to take this opportunity to also explain the following issues.

The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.

We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.

These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.
 

Cyren_Ryu

Ameba Deforme
Da dove ho letto io, diceva anche che se si giocava davvero molto, la growth rate generale diventava 0.

Resta però il fatto che personalmente la vedo come una cosa positiva. Non mettendo dei "limiti", si arriva a casi assurdi di gente che ha 24,000 ore loggate di gioco (un caso in WoW).

Mettendo un limite quindi, si riducono i casi di "dipendenza da MMORPG", imho. Personalmente, tra le mie esperienze a Ultima Online (IMHO il miglior MMORPG di sempre), Tales of Pirates, Fly For Fun e SMT Imagine, non ho mai avuto problemi di sorta. Giocavo al massimo 2 orette al giorno, e comunque, dopo un po' li droppavo comunque causa perdita d'interesse.
 
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