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Not everyone is just looking for fun without annoyance in a game. Many (too many) studios take gamers for morons and whiny babies whose asses need to be wiped, and I deplore the fact that Atlus take this direction.
When I play Dark Souls, I expect to have a hard time and die lots of times, even if it means smashing my controller (it happened to me a long time ago, though). When I play the remake of P3, I expect the experience to be the same, and without the fatigue system, it's not, it's just too easy to cheese the game, but I can understand the different points of view.
Actually; you are wrong... it's still in the game but you get it around the last part of the third block.... and for some stupid reason it usually coincides with a Monad door being on that same floor for me and I'm not going to risk not having that party member when the enemy behind that door can potentially throw out big nuking spells and is locked permanently if you don't go through that door when you arrive on said floor
You had plenty of time to maximise your stats even with multiple Tartarus runs per month. In fact there was, and still is, zero point to exploring the entire section early anyway since you'll be heading back in a few days before the full moon in most cases (to be fair, it does mean you can get enough cash to cover your activities for the rest of the month on the first run, though I doubt that's particularly useful outside of the early game).
That's kind of the problem; there's nothing the fatigue system did that wasn't already being done, often far more effectively, by another system. About the best you could say of it was that it made grinding Tartarus that little bit harder, but since it was fairly normal to end up over-levelled anyway it wasn't particularly good at it.
In context, I have this game from when I was stationed in Germany when it came out on my PS2 slim originally.
This mechanic never actually functioned the way it was intended, honestly. You'd expect it to have some value behind the scenes that you could deplete over time fighting in Tartarus resulting in you being tired, but in truth, it was just a random die roll for each character every fight. I remember instances where I went into Tartarus feeling Great, and one fight with a weak enemy taking half a second, and suddenly I'm left tired. In frustration I'd leave and then be left sick the next day. Other times, I'd go in feeling fine, and fight 40-50 times and never feel tired. It was all up to chance.
Players at the time hated it. In all honesty, it was a bad mechanic to prevent you from grinding, and it did that poorly, as it only stopped you until you were over leveled. Once that happened the hit/evasion penalty didn't matter and you just steamrolled every enemy anyways. It also encouraged weird gameplay loops of visiting the nurse to make yourself sick, to then go to the bathroom to maybe make yourself feel great, which was not intuitive to say the least. It's just better to let that go entirely.
What we have now isn't the best with the twilight fragments, but it's certainly better than fatigue ever was. You at least know how many you have, and the game isn't going to just rob you of them for no reason.
Edit: Oh yeah, don't forget that the game even admitted that the fatigue system was bogus and the night before a full moon you had infinite stamina and could grind all you wanted anyways.
I thought they drastically changed something or they nerfed him so the Reaper can be new player friendly.
I don't mind him not appearing before the tutorial, though I wish it was less a tutorial and more that characters dropped hunts that staying too long could have consequences or dangers.