enekomh escribió:Yo la tengo en Amazon y aunque saliera en España a la venta la EC no la compraría. En Amazon me va a salir bastante más barato que en el GAME y demás sitios. Igual no me llega para el día 22 pero no es algo que me importe demasiado.
Chocobillo escribió:Tanaka: "Foreign sites have lots of false rumors. They throw together words and fabricate remarks. Then Japanese sites take this and further [falsify it through] mistranslation. The fatigue point criticism has absolutely nothing to do with the actual [system] and is just full of wild ideas."
Es decir, que el Surplus en realidad en si no existe, solo eran un puñado de ideas que se pusieron en la Beta. A causa de la gente que cree que la Beta = juego final, ha recibido muchas críticas sin ton ni son, como ha ido pasando aquí.
Colen escribió:alguien sabe si se podrá "enlazar" una cuenta FFXI usa con una del FFXIV eur?
ernestow escribió:Ahora mismo estan los servers cortados? Me da error al verificar el update (Version check time out) Y se me cierra =S Alguien sabe como solucionarlo o algo? Se agradece
darkos666 escribió:seamos sincero,tu defenderias este juego aunque en el juego solo hubiese un fondo negro con un punto blanco en medio.
enga un saludo y VIVA ff14 DDD!!
Sr.Rubio escribió:Verdezito, si es cojonudo que tú quieras jugar así, como muchos otros que no podemos dedicarle más de una hora al día...Pero los hay que sí pueden, o que llega el viernes y se tiran una tacada brutal el fin de semana (como hacía yo con el FFXI) y con este sistema no van a poder. O sea, a tí no te perjudicará la fatiga, a los demás sí. ¿No sería más sencillo mandar a la porra el asunto y que todos podamos jugar igual que en el resto de los MMORPG? Veo normales las quejas en este sentido.
darkos666 escribió:aqui el unico troll que hay eres tu chocobillo,que no paras de insultar y dar mal ambiente al hilo de ff14.asi que deja de trolear,si no te gusta las opiniones que aqui se dan,te puedes reventar la cabeza contra la pared o largarte de aqui,te aseguro que nadie te echara en falta.
PEDAZO de TROLL estas hecho.
Within the first eight hours of play, you can earn 100% experience. The seven hour period following will see your possible experience gradually approach zero.
"Even if you reach the XP limit mid-week, your fatigue will recover in the time not spent skilling up. The one week period is simply a guarantee that it WILL recover then no matter what."
To balance this out, we came up with a hypothesis regarding what amount of skill points and experience one was likely to earn in an hour. Think of this as a rate at which a player can fight battles, do Guildleves or skill-up.
Then, using that supposed amount, we made it so you can earn 8 hours worth of skill points and experience at 100% of this rate. The subsequent 7 hours' worth will gradually see one's attainable skill points and experience points fall to 0.
Chocobillo escribió:Nada, me rindo en todas las webs sale info completamente distinta y cada uno dice una cosa, seguiré basándome en lo que han dicho oficialmente y ya, no hay más! Supongo que ya lo vereis en la proxima Beta o en el release, o cuando se dignen a traducirlo oficialmente a la web USA/EU, que deberían haber empezado por ahí.
Chocobillo escribió:Nada, me rindo en todas las webs sale info completamente distinta y cada uno dice una cosa, seguiré basándome en lo que han dicho oficialmente y ya, no hay más! Supongo que ya lo vereis en la proxima Beta o en el release, o cuando se dignen a traducirlo oficialmente a la web USA/EU, que deberían haber empezado por ahí.
Chocobillo escribió:darkos666 escribió:aqui el unico troll que hay eres tu chocobillo,que no paras de insultar y dar mal ambiente al hilo de ff14.asi que deja de trolear,si no te gusta las opiniones que aqui se dan,te puedes reventar la cabeza contra la pared o largarte de aqui,te aseguro que nadie te echara en falta.
PEDAZO de TROLL estas hecho.
El único que ha empezado insultando y empezando con el mal rollo aquí eres tú, nosotros estábamos comentando sin insultar hasta que has llegado con tus estupideces, Troll. Lárgate de aquí. /ignore
Chocobillo escribió:Opinar negativamente es muy fácil, pero lo que todos sabemos es que este va a ser el mejor MMORPG, el cual creará envidias, seguido de oleadas de trolls, pero nosotros estaremos ahí, disfrutándolo, mientras los demás envidiosos se quedan con sus MORPG (si, con UNA "m") y sus casual/grindfests.
Chocobillo escribió:Repito, el Surplus no se cuenta por tiempo, sino por una EXP fija. Estáis basandoos en la mala traducción de los fansites y en las opiniones ajenas.
El surplus se va reseteando poco a poco a medida que no toques la class o hagas otras cosas, exactamente como se ha explicado OFICIALMENTE: "Even if you reach the XP limit mid-week, your fatigue will recover in the time not spent skilling up. The one week period is simply a guarantee that it WILL recover then no matter what." <-- mágicamente, esta frase no aparece en muchas fansites, las cuales lo han ignorado por completo para causar sensación y ganar visitas. No teneis que creeros ciegamente a los fansites, se copian entre ellas, y si la fuente es erronea termina sucediendo lo que está pasando actualmente.
El único que ha empezado insultando y empezando con el mal rollo aquí eres tú, nosotros estábamos comentando sin insultar hasta que has llegado con tus estupideces, Troll. Lárgate de aquí. /ignore
htaz escribió:Chocobillo escribió:darkos666 escribió:aqui el unico troll que hay eres tu chocobillo,que no paras de insultar y dar mal ambiente al hilo de ff14.asi que deja de trolear,si no te gusta las opiniones que aqui se dan,te puedes reventar la cabeza contra la pared o largarte de aqui,te aseguro que nadie te echara en falta.
PEDAZO de TROLL estas hecho.
El único que ha empezado insultando y empezando con el mal rollo aquí eres tú, nosotros estábamos comentando sin insultar hasta que has llegado con tus estupideces, Troll. Lárgate de aquí. /ignore
Hola gran amigo Chocobillo, esta claro que somos los demas quienes insultamos y despotricamos contra todo y todos. Anotar que puede no gustarme algunas partes del lenguaje usado por el señor darkos666.
Una vez acalarado, os pongo el comentario del amigo Chocobillo unas paginas mas atrasChocobillo escribió:Opinar negativamente es muy fácil, pero lo que todos sabemos es que este va a ser el mejor MMORPG, el cual creará envidias, seguido de oleadas de trolls, pero nosotros estaremos ahí, disfrutándolo, mientras los demás envidiosos se quedan con sus MORPG (si, con UNA "m") y sus casual/grindfests.
htaz escribió:Parte 2:Chocobillo escribió:Repito, el Surplus no se cuenta por tiempo, sino por una EXP fija. Estáis basandoos en la mala traducción de los fansites y en las opiniones ajenas.
El surplus se va reseteando poco a poco a medida que no toques la class o hagas otras cosas, exactamente como se ha explicado OFICIALMENTE: "Even if you reach the XP limit mid-week, your fatigue will recover in the time not spent skilling up. The one week period is simply a guarantee that it WILL recover then no matter what." <-- mágicamente, esta frase no aparece en muchas fansites, las cuales lo han ignorado por completo para causar sensación y ganar visitas. No teneis que creeros ciegamente a los fansites, se copian entre ellas, y si la fuente es erronea termina sucediendo lo que está pasando actualmente.
Mala traduccion? mas bien que tu amigo de square enix hizo un edit y el redactor de ffxivcore, pos traducio el post que vio sin el edit
ffxivcore --> *Addendum: the version I translated apparently had a couple lines added to it at some later time. This addition may be important for some of you. "Even if you reach the XP limit mid-week, your fatigue will recover in the time not spent skilling up. The one week period is simply a guarantee that it WILL recover then no matter what."
Ah no espera, que esto es una conspiracion judeo-masonica de todos las webs de videojuegos, videojuegos onlines, fansites del ff14, etc.
Claro, como no cai antes, dios que ignorate soy, perdoname.
Chocobillo escribió:Con lo de Circo me refería a esto. Yo no he insultado a nadie, y lo que estás "demostrando" es solo una opinión, que si no te gusta, la ignoras, al igual que hago con darkos tras reportarle (y por lo visto, otra gente hizo lo mismo, porque me salía que más gente le había reportado ya)
Chocobillo escribió:Hmm? Es decir, básicamente dices lo que yo ya dije incluso antes que ffxivcore corrigiera, lo único que demuestras es que estoy más informado que un fansite o_o; gracias.
Chocobillo escribió:Y por saber la verdad no me convierte en un prepotente, simplemente lo se porque me leo los foros oficiales, traducciones creíbles y mis propias experiencias/tests desde la Alpha.
Once again, we would like to thank you all for your participation and support during the Closed Beta. We will continue to take your valuable feedback into consideration as we develop the game during Open Beta and even beyond the official release.
Now I would like to take a moment to respond to the many questions and opinions regarding the manner in and rates at which experience and skill points are obtained in Beta 3.
Firstly, the concept for FINAL FANTASY XIV was to design a system of character progression that offers meaningful advancement for those with limited time to dedicate to playing. We did not want to create a game that forced people to play for hours on end to see their efforts rewarded. To that end, in addition to the Guardian's Aspect and guildleve systems, we introduced a means of apportioning swifter advancement to shorter periods of play.
In order to achieve this balance, we calculated a value for the amount of skill or experience points that could be earned in a one-hour period. This theoretical value represents an hour spent engaged solely in combat, levequests, or any other activities that earn skill or experience points, and sets a threshold delimiting how many of these points can be earned in a period of play.
Based on this, we have implemented a “threshold value” concept. These thresholds are regulated by a one-week timer that begins counting down the instant you earn skill/experience points. After a week has passed, the thresholds will reset, and the moment skill/experience points are earned again, the timer begins counting down anew.
For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.
It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.
Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.
The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.
This is how the progression system currently works.
This system was not introduced in Beta 3, but has been in place since the beginning of beta testing. There are several reasons why many people believe that these features were only recently implemented:
- Leading into Beta 3, operation hours were extended, making it possible to play more often during the span of a week.
- To encourage players to form guidleve parties in Beta 3, skill and experience point rewards for guildleves were significantly increased.
- The process that reduced the amount of skill/experience points awarded for weak enemies attacking in groups was unintentionally removed at the start of Beta 3. (This issue has been addressed.)
That last reason in particular was the biggest cause for players running up against the threshold penalty, with characters earning far more skill/experience points than we anticipated. We also faced an issue where we were simultaneously unable to adjust the amount earned for guildleves as well as the effects of crossing each threshold.
We sincerely apologize for the lack of explanation and our failure to make the necessary adjustments in the game.
The threshold values are being reexamined, and we plan to further adjust the different rates of earnable points based on feedback from our testers. One of the top issues we are looking at right now is fixing the excessively rapid drop after crossing the eighth threshold. We also plan to improve experience point reduction rates, even more so than for skill points, considering the threshold is unaffected when changing class.
At the very least, we can promise that players won't be running into the threshold penalty in the same short time span as they did in the beginning of Beta 3.
We would like to take this opportunity to also explain the following issues.
The diminishing results experienced during gathering are a function related to that class alone, and have no connection to this progression system. We are in the process of adjusting this system, and plan to make changes based on tester feedback.
We are currently in the process of considering the means in which bonus skill points can be used. There have been suggestions for various types of incentives, but as encouraging people to play with that in mind defeats the purpose of this threshold system, we will be examining this issue very carefully.
These are not the only adjustments we have planned for Open Beta. As mentioned previously, we are looking into increasing the amount of skill points earned when fighting in a party, and we look forward to seeing your input on these changes.
Last of all, I would like to apologize for the delay in releasing a developer's comment due to my recent attendance to Gamescom. The article based on my interview during that trip, coupled with conjecture, outdated information, and some misunderstandings on overseas websites, only added to the confusion. In the future, I hope to avoid similar problems by responding directly through official developer's comments as often as possible. Thank you for your understanding.
See you in the Open Beta Testing!
FINAL FANTASY XIV Director
Nobuaki Komoto
Narcyl escribió:edit: personalmente no me gusta mucho, porque siempre suelo jugar como priest, maga blanca, etc.... y pocas profesiones me gustan algo como para tener que cambiar un poco a la fuerza.
Sr.Rubio escribió:Narcyl escribió:edit: personalmente no me gusta mucho, porque siempre suelo jugar como priest, maga blanca, etc.... y pocas profesiones me gustan algo como para tener que cambiar un poco a la fuerza.
Ése es para mí otro de los puntos negativos: ¿por qué obligar a la gente a cambiar de job? Si yo quiero por ejemplo ser un Conjurer, no tengo por qué andar subiendo al Pugil (otra cosa son los craft). Con este sistema pueden crear una mayor variedad, sí, que todos puedan desempeñar algún papel, pero si yo quiero ser mago no me voy a poner a tankear porque esté consiguiendo poca exp. En fín, que a ver cómo queda todo pero a mí no me acaba de convencer
[Apocalipse] escribió:
For the first eight thresholds during this week-long period, players will receive skill/experience points at the maximum rate possible. The actual amount of time spent reaching these thresholds is not significant. That is to say, a player who exceeds eight hours of gameplay will still be rewarded the maximum amount of skill/experience points, so long as the total amount earned is below the eighth threshold value. For the subsequent seven thresholds, players will earn skill/experience points at a gradually decreasing rate, eventually reaching a rate of zero.
It is worth noting, however, that the reduced rate will also gradually recover while players are engaged in activities that do not yield skill/experience points. In this manner, it is possible for the threshold value to reset completely, even before the completion of the one-week timer.
Any skill points earned in excess of the threshold maximum—that is, at a rate of zero—will be stored as "bonus skill points." These are specific to each class, so players limited to earning bonus skill points still have the freedom to change classes and begin earning skill points again at the maximum rate, allowing their reduced skill rates to recover in the meantime.
The experience point threshold, however, is unrelated to class, and switching classes will have no effect on the decreasing rate of earnable experience.
This is how the progression system currently works.