During the beta of Final Fantasy XIV players discovered that the game had a system called “fatigue”, that gradually reduced the leveling-up speed if players played the same class for too long during the same week.
That caused an almost unprecedented media storm, with several websites going as far as outright warping reality with headlines that stated that players were able to play only “8 hours a week” and similar.
While those headlines were completely false, it’s true that the fatigue system was a rather lopsided way to equalize the leveling ratio between hardcore and casual players, and in the end was (understandably) received very badly by the vast majority of the game’s playerbase, remaining to this day one of the main gripes for many.
Today Square Enix announced that the system will be scrapped altogether with patch 1.18, scheduled to be released on July the 21th.
This change, coming together with a sizable amount of content in the form of quest rebalancing, the addition of auto-attack, group-based raids and more, is part of a quite evident effort to bring the game up to speed, moving towards a future PS3 re-release, that will be the true test to the work of the development team.
Today’s announcements for patch 1.18 also include a reform to the death penalty system, that will be slightly harsher and will also damage equipment, the implementation of new conjurer-exclusive resurrection spells (Raise II and Rebirth) alongside the lowering of the level for the current ones, and the removal of the anima cost for returning to the bind, replaced by a fifteen minutes cooldown.