Guildleves and the 48 Hour Cool Down

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At start, there is only 4 "Regional" ones avaiable at level 1 for the first camp if you are a melee or magic class. For each gathering class (Fisherman, Botanist, Miner) there at 2 at level 1. More are unlocked at level 10 and so on.

The 48 cool down I'm beginning to understand. Along with many of these guildleves not only come exp, but gil, guildmarks, equipment rewards, and fraction points. Because of everything except the exp, you CANNOT grind these. The game would be far to broken to grind and get these items and perks non stop.

Because of this, what they need to do is put out at least a dozen guildleves from the get-go.

Remember, there are many types of guildleves:

-Regional (The ones we have now)
-Local (None right now)
-Guild specfic (class specfic)
-Fractionleves (Unkown, said to be story related. 100 points to activate them apparently and you get 5-10 fraction points per various guildleves.

SE's moto seems to be have a few and just have everyone piggy back off each other as they up the ante on the exp you get in parties which they're trying to do now, which I'm cool with, but when I want to solo a little I want some single guildleve's now, and not 4 for every 2 days.

Don't get me started on the surplus BS.
 
i agree it needs to be increased, But SE is very stubborn we all know that so hypothetically we could bludgeon then over the head with the issue and still wouldn't fix it. Cause they seem hard set on the number as is.
 
They're not meaning for people to only go do guildleves as the only method to level up. They want people to go out an grind a bit, but have guildleves available for quick leveling and all the other rewards. They're also more targeted towards the casual crowd, who might not be able to play everyday, so they log on, do their guildleves, then log off and wait until they can play again to do the leves again.
 
What's far more disturbing is the Surplus system imo. Its there to prevent people from grinding levels and literally force them to level other classes.
 
They're not meaning for people to only go do guildleves as the only method to level up. They want people to go out an grind a bit, but have guildleves available for quick leveling and all the other rewards. They're also more targeted towards the casual crowd, who might not be able to play everyday, so they log on, do their guildleves, then log off and wait until they can play again to do the leves again.

This is pretty much it, except SE said the #1 way of leveling is through guildleves didn't they? Don't get me wrong, I actually love grinding, but I expected a little more. However, I refuse to bitch until september 22nd at launch to see what they actually offer then.

My cousin is bitching alot claiming to be a solo player and wanting 100 guildleves. He thinks WoW set the standard for MMO's and leveling and that games should have quests like that. I tried to convince him no, but he wouldn't hear it.
 
WoW clones don't work though, they almost always die. Has to stand on it's own a little bit at least. what exactly is the surplus BS lol
 
What's far more disturbing is the Surplus system imo. Its there to prevent people from grinding levels and literally force them to level other classes.

I don't think some form of fatigue is necessarily a bad thing. I know my character benefits a lot from leveling other jobs along with it. I do however, think the fatigue lasts too long and the exp penalty is a little "too" drastic.

Can you imagine trying to make a pt and you like the setup you have, and 30min down the road, someone hits fatigue and no longer wishes to xp on that job cause they get junk xp? Could end up ruining the party.
 
I am unfamiliar with this Surplus system? can you explain it a bit?
 
I don't think some form of fatigue is necessarily a bad thing. I know my character benefits a lot from leveling other jobs along with it. I do however, think the fatigue lasts too long and the exp penalty is a little "too" drastic.

Can you imagine trying to make a pt and you like the setup you have, and 30min down the road, someone hits fatigue and no longer wishes to xp on that job cause they get junk xp? Could end up ruining the party.

Holy shit, I did not think of that.

Surplus is a fatigue system put in to adjust how much exp you get from a class you are playing. It slowly starts to pick up in points after a while and your exp starts to die down. I think it grinds to a halt after 5 hours.

Imagine you're playing your PLD Claud on FFXI. After 5 hours of playing straight, you won't get exp anymore and have to go play another job for a few hours (maybe more) before you can go back and play PLD again. It's like fishing fatiuge in XI only applied to EVERYTHING.

People are pissed about it. I am too because of the principal, but I can't see myself playing 5 hours straight in this game anyway so I won't be that affected.
 
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that is really bad.. i dont like that one bit,

It did seem alot harder to lvlv my Gladiator after i had been grinding a few hours i guess thats what it was then
 
I remember one day I did a 14 hour party on my whm... guess that's no longer possible.
 
Holy shit, I did not think of that.

Surplus is a fatigue system put in to adjust how much exp you get from a class you are playing. It slowly starts to pick up in points after a while and your exp starts to die down. I think it grinds to a halt after 5 hours.

Imagine you're playing your PLD Claud on FFXI. After 5 hours of playing straight, you won't get exp anymore and have to go play another job for a few hours (maybe more) before you can go back and play PLD again. It's like fishing fatiuge in XI only applied to EVERYTHING.

People are pissed about it. I am too because of the principal, but I can't see myself playing 5 hours straight in this game anyway so I won't be that affected.

I wouldn't mind if that's how it works. It might be bugged or something now, I dunno, but the way it works now severely hinders hardcore gamers or anyone that has more than 2 hours a day to play. At around lvl 13 (that's about 3-4 hours of playing), exp drops down to 75%, and after some more time (around 16), you suddenly get less than 25% of the exp you normally would.

Even if you DO change to another job, Surplus on your class don't return to normal until several days later. Even if hardcore players like to grind, its not good to force them to level another class. Some of them might want to get their first class to max level before they start leveling another class, but the way it works now, it would take 4x longer than normal to do so.

I wouldn't mind a surplus system if it didn't last several days after only 4 hours of exping.
 
I wouldn't mind if that's how it works. It might be bugged or something now, I dunno, but the way it works now severely hinders hardcore gamers or anyone that has more than 2 hours a day to play. At around lvl 13 (that's about 3-4 hours of playing), exp drops down to 75%, and after some more time (around 16), you suddenly get less than 25% of the exp you normally would.

Even if you DO change to another job, Surplus on your class don't return to normal until several days later. Even if hardcore players like to grind, its not good to force them to level another class. Some of them might want to get their first class to max level before they start leveling another class, but the way it works now, it would take 4x longer than normal to do so.

I wouldn't mind a surplus system if it didn't last several days after only 4 hours of exping.

Wow, this is a wierd way of setting up the exp system. I would understand needing to allow for the surplus to cool down, but making you wait several RL days? WTF is that shit?
 
Gee remember when people played a Rpg to do things other than exp grind all day? People are in way too much a hurry to get to max level in anything these days, playing a rpg is an invovled process if you wat something simpler go play a platform game.
 
The difference being that there's not much else to do in a MMO when it first launches other than being a glorified chat room
 
Gee remember when people played a Rpg to do things other than exp grind all day? People are in way too much a hurry to get to max level in anything these days, playing a rpg is an invovled process if you wat something simpler go play a platform game.

I agree with this, but only AFTER sufficient content has been made available. All you really can do at first is grind away during the first few weeks/months. On a side note, where did y'all get this info about the surplus system, cuz nobody that I know thats in the beta has mentioned it at all.
 
It exists, unfortunately. If SE insists on keeping it, it has to be scaled back big time. I'm sure SE will do something about it though, considering it's a huge topic on a lot of XIV forums.
 
This exp surplus had me thinking...

I think it is more of like what we see in other MMOs like Aion, WoW and WAR. You get bonus exp for not being logged on for a certain amount of time. However, in FFXIV, they are taking this idea but applying the exp bonuses at the start of each week. So, after 8 hours, you no longer get a 100% bonus exp for killing a monster and get regular exp. Think of it like those exp bands you could get in FFXI with the 24 hour recharge rate. This would allow for people who can only play for a few hours a week to be on par with those who play for more than 8 hours a week.

I honestly think something was lost in translation on this issue.

*edit* Even the word "surplus" implies bonus
 
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A lot of this sounds like bullshit, I can deal with it for a beta but once it's released this surplus crap has to go. Developers shouldn't constrain it's players to do what it wants, it should cater to the wants of the player. That's just a surefire way to piss off the people you want to buy your game.
 
What SE really needs to do is lift some of the veil of secrecy obscuring the game mechanics for their games. If not for the tireless work of a handful of testers, for example, we'd have no idea how thing like enmity, recasts, and whatnot actually worked in FFXI.
 
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