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Discussion History VideoGame / FinalFantasyXIV

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[007] ChibiKibou Current Version
Changed line(s) 9 from:
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If I \'\'am\'\' trying to make an argument.. (and I\'d rather not be, and certainly wouldn\'t state as much on the page proper, but still) then the argument would be: if Yoshida really does want progression rates to be player determined (insofar as is possible anyway), then ought he not be avoiding all forms of experience rate fluctuation, negative or positive, and rather, simply setting a flat rate or rigid curve?
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If I \\\'\\\'am\\\'\\\' trying to make an argument by pointing out the controversy and faint self-contradiction between the statements and actions.. (and I\\\'d rather not be, and certainly wouldn\\\'t state as much on the page proper, but still) then the argument would be: if Yoshida really does want progression rates to be player determined (insofar as is possible anyway), then ought he not be avoiding all forms of experience rate fluctuation, negative or positive, and rather, simply setting a flat rate or rigid curve?
Changed line(s) 7 from:
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That is, rested experience grants bonus to the rate of experience gain, determined by the amount of time one has spent inactive or offline or whatever. The controversy extends from some people arguing that \'rested exp\' and \'fatigue\' are not actually as different as they immediately appear; \'Fatigue\' being a system intended to allow relatively fast experience gain reigned in by periodic slow-downs, and \'rested exp\' being a system designed to allow periodic speed-ups by having a slower general rate of experience gain.
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That is, rested experience grants bonus to the rate of experience gain, determined by the amount of time one has spent inactive or offline or whatever. The controversy extends from some people arguing that \\\'rested exp\\\' and \\\'fatigue\\\' are not actually as different as they immediately appear; \\\'Fatigue\\\' being a system intended to allow relatively fast experience gain reigned in by periodic slow-downs, and \\\'rested exp\\\' being a system designed to allow periodic speed-ups (in most cases, by having a slower general rate of experience gain or steeper curve). Remember, Fatigue also came with a fairly shallow progression curve.
Changed line(s) 5 from:
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I do think it would be nice to mention Yoshida\'s belief that players should be free to choose their rate of progression, and the mild controversy around that given he also said he wanted to implement a rested experience system.
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I do think it would be nice to mention Yoshida\\\'s stated belief that players should be free to choose their rate of progression, and the mild controversy around that given he also said he wanted to implement a rested experience system.
Changed line(s) 9 from:
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If I \'\'am\'\' trying to make an argument.. and I\'d rather not be, and certainly wouldn\'t state as much on the page proper, but still, then the argument would be: if Yoshida really does want progression rates to be player determined (insofar as is possible anyway), then ought he not be avoiding all forms of experience rate fluctuation, negative or positive, and rather, simply setting a flat rate or rigid curve?
to:
If I \\\'\\\'am\\\'\\\' trying to make an argument.. (and I\\\'d rather not be, and certainly wouldn\\\'t state as much on the page proper, but still) then the argument would be: if Yoshida really does want progression rates to be player determined (insofar as is possible anyway), then ought he not be avoiding all forms of experience rate fluctuation, negative or positive, and rather, simply setting a flat rate or rigid curve?
Changed line(s) 7 from:
n
That is, rested experience grants bonus to the rate of experience gain, determined by the amount of time one has spent inactive or offline or whatever. The controversy extends from some people arguing that \'rested exp\' and \'fatigue\' are not actually as different as they immediately appear; \'Fatigue\' being a system intended to allow relatively fast experience gain reigned in by periodic slow-downs, and \'rested exp\' being a system designed to allow periodic speed-ups by having a slower general rate of experience gain.
to:
That is, rested experience grants bonus to the rate of experience gain, determined by the amount of time one has spent inactive or offline or whatever. The controversy extends from some people arguing that \\\'rested exp\\\' and \\\'fatigue\\\' are not actually as different as they immediately appear; \\\'Fatigue\\\' being a system intended to allow relatively fast experience gain reigned in by periodic slow-downs, and \\\'rested exp\\\' being a system designed to allow periodic speed-ups by having a slower general rate of experience gain.

If I \\\'\\\'am\\\'\\\' trying to make an argument.. and I\\\'d rather not be, and certainly wouldn\\\'t state as much on the page proper, but still, then the argument would be: if Yoshida really does want progression rates to be player determined (insofar as is possible anyway), then ought he not be avoiding all forms of experience rate fluctuation, negative or positive, and rather, simply setting a flat rate or rigid curve?
Changed line(s) 7 from:
n
That is, rested experience grants bonus to the rate of experience gain, based on the amount of time one has spent inactive or offline or whatever. The controversy extends from some people arguing that \'rested exp\' and \'fatigue\' are not actually as different as they immediately appear; \'Fatigue\' being a system intended to allow relatively fast experience gain reigned in by periodic slow-downs, and \'rested exp\' being a system designed to allow periodic speed-ups by having a slower general rate of experience gain.
to:
That is, rested experience grants bonus to the rate of experience gain, determined by the amount of time one has spent inactive or offline or whatever. The controversy extends from some people arguing that \\\'rested exp\\\' and \\\'fatigue\\\' are not actually as different as they immediately appear; \\\'Fatigue\\\' being a system intended to allow relatively fast experience gain reigned in by periodic slow-downs, and \\\'rested exp\\\' being a system designed to allow periodic speed-ups by having a slower general rate of experience gain.
Changed line(s) 5 from:
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I do think it would be nice to mention Yoshida\'s belief that players should be free to choose their rate of progression, and the \'\'very\'\' mild controversy around that given he also said he wanted to implement a rested experience system.
to:
I do think it would be nice to mention Yoshida\\\'s belief that players should be free to choose their rate of progression, and the mild controversy around that given he also said he wanted to implement a rested experience system.
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