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My name is Chris, and I like the Surplus System. There, I said it. And to be honest, I am quickly growing tired of reading people's thoughtless responses (rampages) against it. Really, it is the best new idea in MMO's. (Correct me if another game has already done this) So let's break it down. An MMO developer has to have a mechanic to control the speed of player's progression. The goal here is to keep the majority of players from reaching end game content before xx time after release. Obviously MMO's want to keep their player's entertained in order to keep subscriptions. And developer's are (should be) more worried about general game mechanics and stability for the first few months after launch. This equates to little to no end game content at the launch of an MMO. Sometimes solid end game content can even take 6-9 months to hit servers. So developers use silly systems to pace everyone according to their own schedule. Usually this is done with experience points. Aion is an amazing example of this. After reaching level ~30 the increase in required exp increased so fast that the game could be called nothing but a 'grind-fest'. I don't often meet people that enjoy grinding 6+ hours on the same monster, solo, just to get one level. Unfortunately most MMO's tend to take this route. In WoW (launch version) the exp curve was moderate and forgiving. the numerous quests kept the player content by generating consistent small accomplishments while acting as a great time sink by requiring players to constantly travel (a lot). Both achieved the same desired effect; at least 3 months before a major amount of players reached max level. The Surplus system does is exactly the same. But it is so blunt it practically slaps you in the face. Okay quick review of the Surplus System (In simplified terms, and going off the correct official SE translation of Nobuaki Komoto’s explanation); SE has their special 'formula' to determine roughly how much exp a player can gain in an hour of play at the player's current level. After the player attains 8 "hours" of exp the player becomes 'fatigued'. When fatigued the player’s earned exp is split into normal exp and surplus. Surplus exp is not given towards your level, but is still stored (and currently has no use). The amount of exp that becomes surplus increases over the next 7 "hours" of gained exp until you receive nothing but surplus. This resets one week from the first time the player gains exp on that job. And the player will slowly gain "hours" back while not playing said job. And to clarify, there is no actual timer involved with the 8 "hours" or 7 "hours". Only the week reset time is a real timer. Of course this system only works because in FFXIV players can switch jobs as often as they please on a single character. From what I have read, the most common immediate response to this is somewhere along the lines of "you cant tell me how much time to play". Or "You cant do this ! I pay to play, I should be able to play as much as I want!!!!". It really seems to have brought out the rebellious teenager attitude. But leave it to teenage thinking to never look more than 5 feet in front of themselves. Let's try looking at the big picture. No matter what, exp restriction or not, it is going to take a player a general amount of calendar time (not hours spent logged) to reach max level. So, let's say that SE's desired goal for a large amount of player's to reach max is 4 months. They could achieve this by finding the average amount of game time played each week, then create a level/exp curve that brings players to max at about 4 months of play. Most MMO's seem to do this. But then you get "hardcore" players that far surpass the majority of players in game play hours, and will look for unintended means of gaining levels faster. The common solution to counterbalance this, is simple: increase required exp. This has numerous negative effects to players (hardcore or not), as almost no one likes extended grinding. It basically just increases the required amount in game time to reach max, while only slowly increasing calendar time. It is a great way to slow down hardcores, but an even better way to discourage average~casual players. Number time! There are 168 hours in a week, ~720 hours in a month, and ~2880 hours in our 4 month goal. Say an average player spends 20 hours per week playing, a casual spends 10 hours, and a hardcore 50 hours. So the level curve needs to require the player to spend between 160(10*4*4)-800(50*4*4) hours to reach max. This leaves developers with a difficult choice. What player group do we adjust the level curve to? If the curve is set for an average player (320 hours) then the hardcore crowd will attain max in just over 6 weeks. And this even has the potential for super hardcores (I don’t know how, but some can manage 20+ hours a day) to reach max in as little as 2 weeks. If the curve is set closer to the hardcores (800 hours) then the average player will hit max about 40 weeks in. And if the casuals manage to make it, they will get max around 20 MONTHS in. And again, the super hardcore could still reach max as quickly as 5 weeks in. None of this looks appealing, to developers or players. Under the surplus system players would have to spend 240 hours over the 4 month period to reach max. Most MMO's could never think of letting players reach max in this amount of time. So by limiting the amount of time players can spend on a weekly basis, SE has completely solved the above problem. They can keep everyone from progressing faster than they create new content, without having to discourage average to casual players. All while encouraging players to play multiple jobs and create their own jobs by combining the skills they have learned. It fits so well with the other core game mechanics. Even the crafting encourages (requires) players to skill up multiple crafts by having realistic material requirements (Sword needs leather hilt made by leather workers etc.). Now I have read a lot of responses that consider this "punishment" for playing too much. But anyone that chooses to play past their 15 "hours" of exp on one job can simply switch to another job and continue playing. So if the hardcore were to maintain their 50 hours per week, when they reach max, 4 months in, they could have 3 jobs at max. Then take into consideration XIV's skill system, where most skills, once learned, can be used on any job. So having multiple jobs at max will enhance your 'main' job. This gives the hardcore incentive to play hardcore. Sure it is not the same race to max that a lot of hardcore players seem to participate in. And if they desire the race so much, they can attempt to find the most effective ways to use their slowly regenerated exp each week and possibly reach max a week before everyone else. Or just have the most jobs at max first week that max is attainable. A whole new race if you will. Another complaint that seems common is the problem of catching up. If my friend starts the game a week after me, there is no way he can spend more time in order to catch up with me. So that leaves us with two options; either I wait a week for him, or I play another job that is closer to his level. I can see where some players would have problems with this, and can agree, this is a sticky spot. But again, because of the skill and armor system, I can start another job with my friend, and still use all my favourite skills and armor from my main.(Yes there is no level requirement for armor, it's stats sync with your level). Closely related is the problem of missing a week. I go on vacation and can't play for 9 days. There is no way for me to play catch up with my friends. This needs to be fixed. And can be easily done too, by giving players roll over surplus "hours". This would allow players to spend extra time playing catch-up if they fell behind. (I hope you are listening SE) All in all, I would much rather be able to hit max level roughly the same time that end game content is released by playing 15 hours per week. As opposed to playing 2-4x more hours, gaining exp from the same monsters and quests. Extending the exp curve does not add more content to the game, it only requires players to repeat the same content more often. Don't get me wrong though. The Surplus system is not perfect. It needs work and adjustments. Just like most every part of the game. Which is to be expected from a newborn MMO.
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And just to add for those unfamilar with FFXI or FFXIV - both games allow you to level multiple jobs as a means to add more diversity and skills to which ever job you may wish to be you main specialization. The weak players in these games tend to pick a favorite and only play that job, which would be fine if it were any other MMORPG, but to get the most out of either game, you'd want to spend some time in other professions to gain additional skills.
In FFXI, a Dragoon that added Warrior as his support job is a good, strong melee character, but would have difficulty as a soloist. However, were he to spend some time levelling up Dancer, White Mage or Blue Mage he'd become far more self-sufficient and could even support heal his allies in a party setting.
Players that don't fully embrace the system tend to be a real drag in big endgame events and even the story-based missions. You feel like you're carrying their sorry butts through the event becasue while they might have a job your group needed, they made no effort to diversify a skill set.
FFXIV's system could prove to avoid that fate by using surplus as a nudge toward going to level up another job. Think about it: Have you ever played WoW or another MMO for an endgame event and people with the needed jobs just don't show up?
You have to cancel that raid, right? Well, if you had a system encouraging people to take up other jobs, more people would have more diverse skill sets. FFXI didn't push you to level other jobs, it just encouraged you to.
Sadly, some people who only ever really pushed one job to max level still wanted in on endgame. And depending upon his job - for the sake of argument, we'll say he's a Paladin - there might be a decent reason to take him, but without a diverse range of jobs there was still a large potential for him to be a drag on the group. And when your good paladins start to show up again, you might not have a need for him anymore. But he's only got paladin and now he's got some events under his belt, your guild's point system says he should get something eventually.
So now you have this tagnut paladin in your guild, not as good as your other paladins who could come to an event as White Mage, Scholar or Ranger if that was needed. As your good paladins change up to balance the group's raiding needs, this joker's chances of being your tank increase by one.
FFXIV's system seeks to eliminate him by encouraging others to develop a better character. Someone who isn't just a Marauder, but possibly also a Gladiator, Carpenter and a Blacksmith.
Most of these people probably didn't play FFXI beyond the first 2 years of its release,before the steady improvements came rolling in (after 2005)
Want to see how bad the Japanese had it before for the year before we got it? Check out these translated patch notes;
http://zeusls.llima.net/download/ffxiupdatehistory.html