Final Fantasy XIV director explains 8-hour fatigue system. In great detail

Yesterday, I explained why the 8-hours levelling fatigue system that Square-Enix is implementing in Final Fantasy XIV is actually a very good idea. But when it comes to the ins and outs of the system, I've got to let the game's director, Nobuaki Komoto, explain it for himself. Primarily because he's written 1,000 words on the subject. You can read them right here. Were you having trouble sleeping? No longer, my friend. No longer.

Fatigue Response – EN

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!

Nobuaki Komoto

27 Aug, 2010




  • cory653 - August 31, 2010 2:01 p.m.

    the level- up system doesn't seem like it's gonna be to annoying. besides, if you REALLY need/want to level up more, just which to another class that you want for that character.
  • ViciousCombover - August 29, 2010 7:20 p.m.

    All I see this doing is forcing the hardcore players to create multiple characters that they level until the threshold resets for their other players.
  • ranzatsu - August 29, 2010 10:17 a.m.

  • Xenos - August 27, 2010 7:13 p.m.

    I also forgot Soul and Blade and the new Star wars mmo as well.
  • Xenos - August 27, 2010 6:51 p.m.

    @Frmonth lol they could be doing it for the pr, but in all honesty even though I don't play FFXI anymore I have friends that still do, and can vouch for them with the new level cap coming soon (if not already) the addition of Level Sync (something like the sidekick feature in Champions Online and City of Heros.) With such stiff competition coming in the mmo market such as TERA , Vindictus, GW 2, (2 of those being free to play for life) and whatever it is blizzard is working on SE almost doesn't even have a choice but to listen but then again they are SE......
  • MrDuracraft - August 27, 2010 6:21 p.m.

  • ZombieReagan88 - August 27, 2010 6:11 p.m.

    I love how they thoroughly explain their thought process and are aware of the angst. If only more developers reached out like this. Now about FFXIII's linearity...
  • frmonth - August 27, 2010 4:44 p.m.

    @Xenos Oh really well it seems that they're turning over a new leaf (or maybe it's just to make sure there's no bad PR before the all important initial release).
  • AwesomeA1010 - August 27, 2010 4:27 p.m.

    It sounds like they are doing a much better job then i thought they were going to do! Hardcore players of ffxi will likely just level multiple jobs at once (if i understand correctly, you can do that) to get back to where they were in ffxi, and the diversity will probably keep things fresh i still wish they kept the original names for the races and didn't make lalafells so creepy... i'll miss mithras and tarutarus for sure
  • Xenos - August 27, 2010 3:40 p.m.

    @Frmmonth actually it's about time that the team behind FF14 start to take theirs followers more seriously and listen to the community. When I played FF11 for about 4 years SE was notorious for not really taking heed of the community. Only in the last couple of years have they really started to put their ear to the followers and it's always nice to know that player concerns are not falling on deaf ears. Especially when you have to pay for it :P Re-Captcha - Daigakuko gampen.....sounds like a street fighter special attack lol
  • Fiirestorm21 - August 27, 2010 1:57 p.m.

    I'm with frmonth*, excuse me. I mean, nothing against ya or anything, but still.
  • Fiirestorm21 - August 27, 2010 1:56 p.m.

    Actually, yeah I'm frmonth, it was a nice, deep explanation of the system to reassure their fans, something that if I were a member of the FF online community I would appreciate. Interesting read as amateur game designer as well, always nice to see some of the thought-process behind design decisions.
  • WhiteCredo - August 27, 2010 1:48 p.m.

    This is really well-thought, level-up systems are always interesting nowadays. Playing FF XIII, waiting for FF XIV.
  • Clovin64 - August 27, 2010 11:42 a.m.

    I read the entire thing, and I'm ashamed to admit that I only understood a small fraction of it. College doesnt start for a couple of weeks yet, so my brain is still asleep.
  • frmonth - August 27, 2010 11:09 a.m.

    Well you have got to give it to them, they are certainly all about the community. It's pretty impressive that a major game director would go into such effort to explain and respond to the fans.

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