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Thread: surplus system: absurd explanation

  1. #1
    TerrinBlaze's Treasure Reputation: 49
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    Default surplus system: absurd explanation

    am i the only one that calls shenanigans on this?

    lets see...this is what people thinks

    So its like this, at the start of the week you begin playing Conjurer:
    The first hr nets you 180% XP per mob.
    Hour 2 ~ 170%
    Hour 3 ~ 160%
    Hour 4 ~ 150%
    Hour 5 ~ 140%
    Hour 6 ~ 130%
    Hour 7 ~ 120%
    Hour 8 ~ 110%
    After 8 hrs of playing Conjurer you then only get 100% of normal XP and you can continue to play this class for as long as you want and never switch classes, and then after 7 days it will reset and the process starts all over again.



    ok....how about at the start of the week you get 100% per mob, and then it dwindles by 6% every hour up to 52% minimum, and you have to wait?



    So he reverses the situation and tells you that you were actually getting bonus exp?

    how do i know it was a bonus?
    how do i know that the first hour I wasnt getting the normal exp and it just decreases more and more?


    lets think about this for a second, shall we? apparently this system was put in place to stop power players and keep casuals on equal foot ingame....seriously, what? how is THAT gonna do what they claim?

    bonus exp will stop power players and help casuals keep on with them? is this opposites day?





    So all things considered, we can look at it from both ends...its a bonus that works for 8 hours, or its a penaty that fully applies after 8 hours... how can we see what is what?


    well, the answer is obvious. what does having 100% XP ingame means?


    if the first hour means 80% extra XP, then it actually servers absolutly for nothing. Casuals and power players can play that same 8 hours and get that same extra bonus. Then power players will play for as long as they want and get 100% XP.

    if we consider that 100% XP is what the game design considers "normal progression", then power players are seeing absolutly no impact to their hardcore gameplay, they are progressing faster than normal 8 hours, then normal for the 20, 30 or 40 more hours weekly that they play. Casuals will see the gap increasing faster


    Now lets look it the other way, shall we?



    if we consider that 180% XP (from now on will be called "normal XP") is what the game design considers "normal progression", then power players and casuals are playing for 8 hours on equal foot. But after that 8 hours power players will notice they are getting 50% less than what the game understands that is "normal XP". They have to devote double the time to get the XP that the game intends to be the "normal progression speed".

    This obviously DOES work to tune down power players





    and to those that think this is some sort of rested exp...it is not. not at all. why?

    well, because of 2 glaring differences:

    1) being logged out does not make any difference. there is no "rest", apparently you can play for as long as you want with the supposedly "normal" XP and then, comes next week, tadaaaa!! back to 180% bonus when you have rested nothing at all

    2) related to 1. If someone spends the whole "80% bonus" the first day, it doesnt make any difference if he doesnt log in any other day for the next 6 days. Rested xp works daily, even hourly (you gain a tad bit of rested exp by even being out for 1 hours). Not with this system.


    the fact that it forces people to wait a whole weekly cycle makes it blatantly clear its a restriction, not a boost





    dunno what is more ridiculous, the explanation, or the fact that there are fanbois blind and gullible enough to buy such a worthless failed attempt at spin...
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  2. #2
    Baby Bowsers Soiled Diaper Reputation: 25

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    It doesn't matter if you get 180% () or 100%exp
    It's always the same, it get's down after a while.
    but i didn't felt it that hard, when i was playing.

  3. #3
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    Cool system, helps no lifers front playing far to much and getting too far infront of the rest of us.

  4. #4
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    Quote Originally Posted by Scoped View Post
    So this system is pretty much equivilant to having rested exp bonus in WoW? (dont shoot me!), it seems pretty much the same to me. Power gamers wont really care for much rested xp but logging out in a city, and keep on leveling on 100% exp for as long as they want, while casuals might login a day or two later but find that they have alot more rested exp then the power gamer.

    correct me if im wrong, but isn't this pretty much what we have seen in many other games before? what are people getting so worked up about?
    People are getting worked up because it's more fun to throw yourself into a panic that Company Y is ruining Game Q than it is to just sit back and say 'we won't know if it sucks or not until it's actually out'.

    And yes, it's essentially a resting system by all indications and they clearly want the playerbase to think of it as a 'bonus' because they use the word 'surplus' to describe it. While it is true that this applies itself regardless of if you've been logged off for a while or not, the fact is that it's a system where you get more experience than 'normal' for a certain amount of time. It's not a rest system n the traditional sense, but it's the easiest way to think of it for the time.


    Arguing that this is a 'penalty' (at least at this point) is a bit silly because it depends entirely upon perspective. I could, for instance, argue that WoW is designed to be casual-friendly and thus, since casual players don't play as often as others, the only time a person is getting the 'normal' amount of experience from mobs is when they are Rested since they figure the average 'casual' gamer will be Rested more often than not. Such an argument is silly, but it is not really anymore ridiculous than calling something a penalty when we don't even know what the 'normal' experience rate is.

    It is simply a question of this: will players be able to progress at a decent and fun pace at the 'normal' experience rate? If, for example, the 'surplus points' system allows people to initially progress nearly as fast as in WoW and the normal experience rate allows progression at around FFXI speeds (much slower, but proven to be tolerable at the very least) it is indeed a 'bonus' since the normal cure is not intolerable. On the other hand, if the surplus points system allows for progression at the 'tolerable' FFXI pace and without it the normal curve drops gains to levels that are 'intolerable' and outright boring to the majority of gamers (ex: high-level MapleStory grind or Deicide grind) than it will prove to be more of a penalty.


    Basically, there is simply nowhere near enough actual, concrete information released yet to truly say one way or the other (and Square's relatively hit-and-miss reputation lately doesn't help) and any real debates will just turn into the glass-half-fulls arguing with the glass-half-empties in endless circles. Yes, Square is going to put a positive spin on it and likely make it seem better than it is (that's their job), but news sources that don't have concrete information are also going to put a spin on things, and 'bad' news always generates more talk than good news (the 3+ threads that have popped up here in the past 24 hours are proof enough of that)

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