Next update on EXP

Moch

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The number of experience points required to gain each level was originally calculated after considering players' effects on the world of Vana'diel as they progressed beyond the initial level cap of 50. However, a considerable amount of time has passed since the implementation of the final cap of 75, and players beyond level 50 no longer have the same influence on the balance of the game. After a close review, the FINAL FANTASY XI development team has decided to reduce the amount of experience needed for leveling up after reaching level 51 (levels 1-50 will remain the same, however).

The update will affect the following:

-Experience points lost due to KO.
Starting at level 25, experience points lost after being KO'd will be 8% of the amount needed to reach the next level. However, this value will never exceed 2,400.

-Currently accumulated experience points.
At the time of the version update, if a player's currently accumulated experience points exceed the number required for the newly adjusted level, that player's experience points will be reset to one point below the number needed to gain a level.

New content and system-related adjustments are under constant consideration by the FINAL FANTASY XI development team to ensure a balanced playing experience in the evolving world of Vana'diel.

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Further details will be provided on the day of the update.


FINAL FANTASY XI Development Team (4/15/2005)
 
WOW!

I never could have thought SE would make a bold move like this :shock:

I hear a lot of bitching coming...
 
Woot! I think?

So this means it's not going to take me 6 years to hit 75 right? Only like.....4 now?
 
Good timing to be 50 8)

I feel bad about those who are in the mid 60s and more though. I wish they had some kind of compensation :shock:
 
Well this sort of might ruin the accomplishment of reaching those high levels. Honestly I don't feel that the XP requirement to level was bad, in fact I think it was perfect. Now this just means more PL'ing and valkurm idiocy in the higher levels, as if there wasn't enough already.

If any old shmoe can just XP grind a job to 75 in a few days then I think I'm ready to turn in my time to something else. The reason I've stayed with FFXI over WoW is that the latter was too easy in the sense that "XP"ing didn't take long at all. You could, in a sense just get to 60 pretty quick in comparison. And this will also piss off a lot of people who made the accomplishment of getting to high levels with the old system. For example, if XP requirements went from like 40k to 20k at lvl 70+ to level, that means someone with 2 jobs at 75 could have had 4 now. And that also ruins the accomplishment. Now saying "hey I've got more than 1 job at 75" would seem pretty cool, cause not many people even have ONE job to 75. But now if the XP requirement is lowered (figuring it's lowered by a significant amount), it just doesn't have the same effect, as this joe shmoeshmuck runs by shouting in jeuno LOLOLOL I HAV ALL JOB 75 LMAOLAMOFMGBBQ!!!!!!!1254125

And this also means gilsellers can level up much faster ;[
 
Any guesses on how much they will cut off of the tnl's?
 
in a sense though, I was looking forward to the huge level grinds (Call me crazy :P)

I enjoy exping, I tend to do it in spurts (e.g. 1-25, 25-40, 40-50)

After I reach the end of each spurt, I allways enjoy doing a load of things I couldnt do before ^^

And knowing SE, I think the changes wont be too big.

Maybe 10,000 to 50-51, 1k/level per level instead of bringing it to 20k at level 55, and so on.

I just hope they keep G1-5, Im actually looking forward to these o.O
 
I doubt they will cut the exp required by much. I guess it will be somewhere around 5-7% off the current numbers.

-Experience points lost due to KO.
Starting at level 25, experience points lost after being KO'd will be 8% of the amount needed to reach the next level. However, this value will never exceed 2,400.

Not sure about this, the exp loss has always been 8%.
 
I'm a slow leveler but I do not want it to be made easier for me, so hopfully this does not change the system too much because like was said before it will take away from the sense of acomplishment and isnt that one of the whole points of this game
 
Svina, in contrast, the TNL past 55 is one of the reasons I haven't taken the time to level my character. Its just too time consuming for me, when I don't have the time that i need very often to actually sit down and deal with teh heavy xp session that people need past that level. And believe it or not, there are a good amount of people like me who actually know how to play the game and take it very seriously who havent leveled a character up to 75 yet.


While it might give the people who have no social life much less meaning to their high level, it gives everyone who has full time jobs, kids, and whatever else the chance to achieve end game status more easily.
 
i think this is a good idea, more people at 75 and it is funny how at 70+ you need like 38k+ to lv, and its better for people who have lifes but what if your @73? and they change it so u get like 40-50k xtra (not likly) would you be 1tnl to 74 and then whe u get 74 will u get the other xp u need?
 
Could it be possible that this is a prerequisite step to raising the level cap beyond 75?
 
-Experience points lost due to KO.
Starting at level 25, experience points lost after being KO'd will be 8% of the amount needed to reach the next level. However, this value will never exceed 2,400.
since it seem to be the same exp loss system, with the change of 400 exp lost when you die, it might mean you won't lose any exp at all if you die below level 25... <.<
 
Supposedly back when they first raised the level cap the players were leveling so fast S.E. needed a way to slow them down and keep them in the game. So in order to keep people from hitting the top level and leaving quickly they made the TNL's after the Genkai quests progressively larger. This was originally mentioned in a Japanese players journal that was trnslated on a forum (I think this forum but can't remember). The primary idea S.E. had was we need to keep our customer base playing until we develop more end game content, keep in mind gods and Dynamis did not exist when they very first raised the level caps.

I think now they are seeing their strategy for keeping people playing longer is actually driving people away. Companies don't launch "give us a second chance" marketing campaigns unless they have lost some market share. So now they are looking at the situation in a different light; in order to keep our customer base playing we need to make the leveling process quicker (i.e. smaller tnl's).

I think if this makes it so that more people play, it will be a good thing. However, they have made one rather large mistake, they are about to alienate a huge portion of their loyal customers for a group that has already quit once or is potentially considering quiting. I think this is a fairly large business risk. With so many other MMORPG's on the market and one in particular that requires way less leveling time, it may be a necessary risk. I would love to see the profit and loss figures for this segment of S.E. and compare them for the last few years since FFXI started. I would guess they saw a noticeable drop in accounts that had a job or two past 50.
 
Arctus said:
Good timing to be 50 8)

I feel bad about those who are in the mid 60s and more though. I wish they had some kind of compensation :shock:

I'm level 65 SAM and no bitching here. I have had a difficult time levelling and finding quality XP parties for the time I have. It's difficult to make the level 65-75 run, balance a family, job, and other RL activities.
 
that's fucking bullshit, I won't have my 43,999 exp buffer anymore ; ;

and wtf is SE thinking, i was still gaining a lvl per day at 70+
 
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