Ever since the beginning of the third beta phase, "fatigue" has been a hot topic among Final Fantasy XIV fans. In a move familiar to longtime Square-Enix players, the system was put into place without a great deal of description, with players left to speculate as to how the system worked. But a very uncharacteristic move comes from director Nobuaki Komoto with an open statement on what the system is, how it works, and what it's meant to do. Many answers are given, albeit not the answers that all players would want.
The short version is that for each class and character, you will get normal experience for eight hours, followed by a slow drop-off over the next seven hours that ends at no experience gain. This goes for both class levels and physical levels, which means that after 16 hours of play your character's physical level cannot advance further until a week has passed from the start of leveling. Komoto mentions the reasoning behind the system in the full letter, as well as the several ways that the team is working to adjust it. Although it's nice to have the system spelled out in full, "you can only level so much" won't sit well with a large part of Final Fantasy XIV's expected playerbase.
Reader Comments (151)
Posted: Aug 26th 2010 3:39PM cured said
I guess that's one thing wrong. I did say there are other sources of magic use (I have played the game a little bit) :)
Still not a fan of companies trying to reinvent the wheel.
Still not a fan of companies trying to reinvent the wheel.
Posted: Aug 26th 2010 5:00PM Evy said
This is very disappointing news indeed.
Posted: Aug 26th 2010 6:39PM DarqSol said
It could be good or it could be bad. If you can regain "fatigued" status at a reasonable rate, then it should be fine. However, if you regain 5 minutes of regular XP for every hour you're not earning XP, then it might as well be the system that people assumed before the "mistranslation".
Posted: Aug 26th 2010 7:04PM Dirame said
I don't think Square wants to get sued by a crazed lunatic like that guy who sued NC for making an addictive game haha. Anyway, do people really play 1 game for more than 8hrs in one sitting?
Posted: Aug 27th 2010 1:15AM DancingCow said
FFXIV's multi-classing had my interest, but this fatigue business....
I can't see anything good about it at all, and there are other class-less/multi-classing MMOs nearing release that aren't burdened with something like this.
I can't see anything good about it at all, and there are other class-less/multi-classing MMOs nearing release that aren't burdened with something like this.
Posted: Aug 27th 2010 1:37AM (Unverified) said
Seems like XIV is taking the "high fantasy" out of the game by governing when we play, how often we play, and what characters we must play in order to advance.
Posted: Aug 28th 2010 2:33AM (Unverified) said
Being an FFXI veteran for well over 5 years, I feel a need to weigh in on this (and yes, it's a wall of text ^^).
This is exactly what I had expected from SE after playing FF11 for over 5 years. What I'm getting at is Square Enix's love for misdirection. They love to tell players about a given system or item, and then leave the details in the wind. Anyone who's played FF11 knows about the XP rings. When SE first talked about those, they regailed us with the wonders of boosted XP. They however failed to mention (at first) that those rings came with a price. Not only were the charges limited, but you would have to wait roughly 20 hours between charges to use the rings again. They also failed to mention that you had to wait 1 real life week to restore the rings' charges. They offered up more soloability in the form of "Adventuring Fellow" NPCs, allowing players to play alone while looking for a group or farming. SE again failed to mention that not only would the NPC diminish your already meager XP, but they wouldn't stick around very long. I heard you could extend thier time with you per summon, but I honestly lost interest in it shortly after obtaining the ability to call mine. I'm sure there are many many nuances to the Adventuring Fellows I am not aware of, but my point remains that SE neglects to mention alot when they tell people about anything regarding thier MMO(s). FF11 was a huge timesink. When SE would fix one thing, they'd weaken another. This is no different. Sure, in FF14 you *can* solo alot. You can likely complete most of the game solo. However, you'll have to very likely do it 15 hours per RL week. It's SE's way of turning a strength into a weakness. With SE's track record for "fixing" obvious flaws in thier games, don't expect this to get much (if any) better. SE tends to think they're never wrong. It's why I intend to take a wait and see attitude. I may not even bother with this game untill there's a free trial (if there *is* one). As I've always said however; it's not what SE tells us that worries me, it's what they *don't* tell us.
This is exactly what I had expected from SE after playing FF11 for over 5 years. What I'm getting at is Square Enix's love for misdirection. They love to tell players about a given system or item, and then leave the details in the wind. Anyone who's played FF11 knows about the XP rings. When SE first talked about those, they regailed us with the wonders of boosted XP. They however failed to mention (at first) that those rings came with a price. Not only were the charges limited, but you would have to wait roughly 20 hours between charges to use the rings again. They also failed to mention that you had to wait 1 real life week to restore the rings' charges. They offered up more soloability in the form of "Adventuring Fellow" NPCs, allowing players to play alone while looking for a group or farming. SE again failed to mention that not only would the NPC diminish your already meager XP, but they wouldn't stick around very long. I heard you could extend thier time with you per summon, but I honestly lost interest in it shortly after obtaining the ability to call mine. I'm sure there are many many nuances to the Adventuring Fellows I am not aware of, but my point remains that SE neglects to mention alot when they tell people about anything regarding thier MMO(s). FF11 was a huge timesink. When SE would fix one thing, they'd weaken another. This is no different. Sure, in FF14 you *can* solo alot. You can likely complete most of the game solo. However, you'll have to very likely do it 15 hours per RL week. It's SE's way of turning a strength into a weakness. With SE's track record for "fixing" obvious flaws in thier games, don't expect this to get much (if any) better. SE tends to think they're never wrong. It's why I intend to take a wait and see attitude. I may not even bother with this game untill there's a free trial (if there *is* one). As I've always said however; it's not what SE tells us that worries me, it's what they *don't* tell us.
Posted: Aug 28th 2010 9:24AM (Unverified) said
FFXIV isn't the first game to use a Fatigue System. They're simply one of the few games to call it that.
As Matt 'Positron' Miller of Paragon Studios once pointed out: "Rest Experience" that games like World of Warcraft and City of Heroes give out are basically the same as a fatigue system. The game makes it look like you're getting double the amount of experience for a short time, and then normal experience for the remainder. Is it really too much of a stretch to say instead that you're receiving normal experience for a short time and then half experience for the remainder?
FFXIV's Fatigue System is admittedly extreme. Few games completely cut off experience after a certain amount of time. But the concept is nothing new.
As Matt 'Positron' Miller of Paragon Studios once pointed out: "Rest Experience" that games like World of Warcraft and City of Heroes give out are basically the same as a fatigue system. The game makes it look like you're getting double the amount of experience for a short time, and then normal experience for the remainder. Is it really too much of a stretch to say instead that you're receiving normal experience for a short time and then half experience for the remainder?
FFXIV's Fatigue System is admittedly extreme. Few games completely cut off experience after a certain amount of time. But the concept is nothing new.
Posted: Aug 28th 2010 5:45PM (Unverified) said
It should be X amount of experience in a gameweek, not X time. The way this system sounds, you could try to level for 4 hours, but end up in a crappy group and get nothing done and basically screw over your leveling for the week. This is also gonna make leveling teams that much more anal about who they take with them and how good their party is. I predict a lot of people ragequitting teams the second there's a hint of any slowdown, and possibly little pug action depending on how the exp timer starts (if it's only while in combat, or from when you log in, or what).
Posted: Aug 29th 2010 8:11AM rthefley said
lol, your kidding?
I just found this out and canceled both my pre-orders.
VERY VERY lame. I hate the stupid "asian look" mmo's anyways.
I just found this out and canceled both my pre-orders.
VERY VERY lame. I hate the stupid "asian look" mmo's anyways.
Posted: Aug 29th 2010 9:32AM rthefley said
Whoever this guy is that is even allowing this into the game should be fired. Plain and simple. Gone, good-bye, yes, please pack your desk up and when you're ready, these two nice security guards will escort you down to the lobby.
This is infuriating to say the least. When will these companies stop throwing their money away? There have only been a very small handful of MMO's that have been successful. Most, even from big companies like Sony ... fail. Why? In one form or another, they punish the paying customer via some horrible game mechanic, in most cases, SEVERAL horrible game mechanics.
Whatever their logic and reasoning might be, you just do not implement and force you're paying customer to suffer. So if I can only gain exp for a handful of hours, then I guess this is only going to cost me a few dollars a month? So, why not just have the game setup so you can only log in twice a week? I could care less any excuse, logic, reason or example given.
Make a game, make it fun, give it depth, the UI / Question system needs to be clean, clear and understandable. Most importantly, take care of your paying customer. This means you absolutely do not EVER do something like this.
This is infuriating to say the least. When will these companies stop throwing their money away? There have only been a very small handful of MMO's that have been successful. Most, even from big companies like Sony ... fail. Why? In one form or another, they punish the paying customer via some horrible game mechanic, in most cases, SEVERAL horrible game mechanics.
Whatever their logic and reasoning might be, you just do not implement and force you're paying customer to suffer. So if I can only gain exp for a handful of hours, then I guess this is only going to cost me a few dollars a month? So, why not just have the game setup so you can only log in twice a week? I could care less any excuse, logic, reason or example given.
Make a game, make it fun, give it depth, the UI / Question system needs to be clean, clear and understandable. Most importantly, take care of your paying customer. This means you absolutely do not EVER do something like this.







