Crunshii's Profile
Reputation: 43
Devout
- Group:
- Members
- Active Posts:
- 484 (1.25 per day)
- Most Active In:
- General Discussion (135 posts)
- Joined:
- 19-August 09
- Profile Views:
- 3766
- Last Active:
Yesterday, 09:38 PM- Currently:
- Offline
My Information
- Member Title:
- Sky Breaker
- Age:
- Age Unknown
- Birthday:
- Birthday Unknown
- Gender:
-
Male
- Location:
- Miami
- Interests:
- FF11, Basketball, i3Dtutorials.com, Anime, Video games, PS3
Contact Information
- E-mail:
- Private
- Website URL:
-
http://www.indremo.com
FFXIV Information
- Character Name:
- Crunshii
- Clan:
- Wildwood Elezen
- City-state:
- Gridania
Gaming Information
- PSN:
- Crunshii
Topics I've Started
-
wow, is this the best MOBO for the next Gen?
04 September 2010 - 09:22 AM
Looks like the FF14 Official Mobo has arrived!
Just got this email today and wow, specs look impressive and future proofed with triple SLI and 2 USB 3.0 for next gen of file transfer.
Hey I was even wondering, why get a SSD HD that costs so damn much and instead get a USB 3.0 HDD and install FF14 there? data transfer is 5/GBps. All this for $209.99, Not bad right!?!?!?!
http://www.evga.com/articles/00571/


Part Number 131-GT-E767-TR
CPU Support Intel Socket 1366
Chipset Intel X58
Memory Support Dual or Triple Channel DDR3
SLI Support 2-way & 3-way
SATA Header 8
SATA Type 3G/6G
USB Ports 12
PCIE Slot 1 x PCIe x16, 2 x PCIe x8, 2 x PCIe x1, 1 x PCI
Integrated LAN 1 x 10/100/1000
Product Warranty 2 year warranty upon registration -
I have noticed one thing S-E did not make better from 11...
03 September 2010 - 03:04 PM
So yea, even dough this is open beta and such, I can see the future coming. S-E is still doing horrible in managing to pass the installer unto people and even making updates.
When the game is released in the next couple of weeks I foresee the giant community lashing back as when they have to do the forced update that everyone needs to get, S-E will have noticed that 1million users downloading a patch will cause server breakdown, slow DL, or not being able to DL at all.
This is something that really grinded us back in 11 whenever a new update would come, people would have to literally wait a day or so just to being able to download patches/updates in order to not getting the constant disconnects just get back into the game.
I wonder what is it that Blizzard and other MMO's do in order to meet demand, is there anything S-E can do so us, the customers, don't have to sit in front of the PC for long hours just hoping for a Download update/patch to finish. I know this sounds bithy but if you played 11 for the long term, you know exactly what I am talking about. -
ATI IS DEAD!
30 August 2010 - 08:52 AM

AMD, owner of ATI, has decided to not really kill their graphic department but to basically to kill the brand name ATI and switch to the other names:

The first non-ATI graphic AMD cards will be released later this year, but even the Wikipedia page has been updated with the news, showing ATI as "defunct" on August 30, 2010.
source:
http://gizmodo.com/5...i-brand-is-dead -
FFXIV: Why the Surplus System is Brilliant!
29 August 2010 - 03:48 PM
http://www.destructo...t--182628.phtml

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. -
well wished I knew this page when I played 11
26 August 2010 - 02:02 PM

Register Now!
Help




Find My Content
Display name history




Comments
Justin
17 Aug 2010 - 21:03Crunshii
13 Jul 2010 - 10:57Crosly
12 Jul 2010 - 15:18Crunshii
10 Jul 2010 - 11:28Requiem
10 Jul 2010 - 11:27they wrecked your thread! :(
Crunshii
01 Jul 2010 - 14:34sinlet
01 Jul 2010 - 14:32Yuumitan
27 Jun 2010 - 10:30Also I dont have many friends with PS3, so no multiplayer :(
But you are right about Wii, I have it and played it for whole hour since I bought it :D
sinlet
23 Jun 2010 - 14:35Nogtis
09 Jun 2010 - 06:53Chocobo
08 Jun 2010 - 19:36Crunshii
13 May 2010 - 08:18Tonka
13 May 2010 - 08:13Crunshii
13 May 2010 - 00:17Avitu
30 Mar 2010 - 05:30