Thanks Shikaree! If SP gains are fixed it'll be a step in the right direction I guess. I'd still like to gather more than I can now, since I get more "junk" than the mats I need. But things may change, who knows.
Thanks Shikaree! If SP gains are fixed it'll be a step in the right direction I guess. I'd still like to gather more than I can now, since I get more "junk" than the mats I need. But things may change, who knows.
all they have to do is let u mine flint stones after u hit fatigue so u can get full sp. Also when u randomly succeed and get an item get xtra sp bonus. easy solution.
How about this, instead of the special task force doing jack shit when you tell them there's like 10+ RMT roaming around town all day long, why don't they ban those RMT and you wouldn't have to subvert legitimate players anymore?
This is baffling. Does SE just not care about gatherers? Other classes complained about losing 10% SP after getting ~90K SP, and you listened and took it away for them. Gather cap cuts our SP rate in HALF after less than half that much SP (MUCH less if you're high rank BTN/MIN and don't have a Grade 6 to go to). How is this OK?
So how about this, if we have an amount of items we can gather fatigue, then why don't we have crafting fatigue. You know it makes perfect sense to craft to your hearts content and never get tired or begin to lose your focus over a long period of time of crafting at which point you end up failing every synth regardless of your actions.
Oh and you know swinging your blade and conjuring up magic day and night how would you feel if all of a sudden your swings just started whiffing on every mob and you started taking 2x dmg. Every magic you cast fails and some backfire causing damage to you.
The above examples are what gatherers go through right now and that's why they need to fix it. I understand if they want to limit the amount of materials going into the economy but it doesn't mean that they can't work something in that'll at least give them full experience gains for the same amount of time and effort they put in as any other discipline.
Logically speaking though how should gathering be tougher then fighting monsters, are you implying that taking down beast is actually an easier objective then finding wood and ores lol?
The logic behind getting rid of xp fatigue is so players can level at their own pace, but if you are still putting a stop sign on gatherers it just shows little care for wanting to adjust gatherers/crafters when compared to magic and melee.
I do hope they actually listen to everyone barking about getting full xp for gatherers and make plans to add it in this patch, heck I know this game is barely a year old but maybe they should show us a road map of what they expect from every discipline, they may be surprised to see how little gatherers have going for them.
I'm so glad the developers are holding their ground on this. Some people are just incapable of thinking about game design in a way that keeps things balanced. Sure they could get rid of gathering fatigue but this is what the announcement would be.
"We have decided to remove gathering fatigue.
Following balancing adjustments the number of items per successful gather has been significantly reduced."
Then I go login to do my two hours of gathering and find I'm getting as many items as I previously got in 20 minutes of gathering. Now I'm forced to gather for 12 hours per day to get what I was previously getting in two.
The greedy players who think removing gathering fatigue will allow them to get six times as many items per day really have a shock coming if they whine enough that SE remove this limitation. I'm of the opposite opinion that items are already too common and should be reduced further, though not by altering fatigue.
What we do need is full SP on a fail if the fail was a result of fatigue rather than incompetence. I don't think anyone disagrees with this and it's what the OP should have been asking for instead of getting the community rep to go ask about removing fatigue. When you ask for the impossible instead of something reasonable you get nothing.
He didn't say anything about adjusting the SP, he mentioned the limitations as was asked in the OP. The limitations need to stay. SP needs changing but that's not what he asked the developers.
Possible Solution:
How about a simple change from a daily fatigue limit to a weekly fatigue limit. You can still have the same number of successful harvests, but like the (old) battle fatigue system it could reset fully weekly. This simple change would both support gamers and keep in place your anti-RMT gathering limits. As an example, you can harvest for 8 full hours on your day off, then you simply wait until next week for the fatigue to reset... instead of trying to harvest for 40 mins a night to stay on pace with the current fatigue system.
The anti-RMT bit is the item limit and that's fine personally. Keep that limit in place that's fine. The biggest problem is the SP limit. Because you start outright failing all gathering attempts after a point you get very little SP. This is a problem because the time it takes to hit that point isn't very long. Just give full SP for "successful" actions after fatigue but still break the item.
agree that biggest problem is that breaks give half the sp and slows down progress so much, but i do say rmt be dammed this isn't helping with it, they just can use multiple accounts switching off where as the normal person only has 1 account.
they should of figured out a better way to do this, when i finally make space to go harvesting, i want to do it all day long not for just few hours. i don't want to waist an hour b4 going to gather, spend anima and then be done with it so quickly, i like long long spurts.
only suggestion i have and is what i doing at moment, i botany and mine at same time, 2tree and 1 mining and then switch 1tree and 2mining nodes till i am breaking stuff, then i switch to fishing, then by that time i can go back to the mining and botany. basically i start 3-4hrs b4 i know i going to bed so i fatigue, go sleep then when i log back in i can pick up again unfatigued, then switch to the fishing. works well this way if want to keep gathering all day.
Indeed, gathering fatigue is very frustrating. Similar to surplus, sometimes you really wanna dedicate a lot of time to one thing and not have the game try to prevent you from doing that.
I'm at one of those moments right now with a gathering class where I just got to a good spot to move up to the next grade and get that good SP. Already in surplus fatigue and would push through that for a while, but I can't even do that because of gathering fatigue creeping in. I don't want to go do other stuff, I want to level that class!
RAGE!
I really hope SE reconsiders their decision on gathering fatigue.
I totally understand the need to control the amount of materials entering the economy. However, this is keeping people from playing how they want to play which is never a good thing, especially for a game that is literally teetering on the precipice of oblivion. They can control the items without nullifying xp to almost nothing for harvesters.
I know at least one of my harvester classes would be higher if this gathering fatigue weren't in place but, as it is, it is far too frustrating. Props to the full time harvesters that deal with this issue constantly.
With the changes being introduced in patch 1.18, our Disciple of the Land friends will be able to receive SP as a reward for completing levequests. In addition to that, the amount of SP obtained with each gather will also be increased.
Well at least that's better. Not the best but much better.
This is a great step in the right direction. It'll be very much worth seeing whether the SP you get when you damage an item is increased significantly as well. If the SP/hr is not atrocious while suffering gather fatigue, I would be willing to grind through it for sure. I used to grind in -50% fatigue on combat classes as long as it was still >10K/hr.
Look forward to the changes, DoL levelling is too slow as it is now
Great news, but I'd really like to see Grade 6 points for Botany and Mining. 45+ is absolutely terrible.
Thank you Bayohne!
Thanks Marlboro Man?
great new thanks bay ^^
This is good news! I suppose I'll dust off the sheepskin jerkin.
Awesome news! Just dinged 24 on BTN and was about to give up on the grind, but this might breathe some fresh life into botany for me! Yay! =D
Can we also get some more depth to the DoL classes and more than 2 leves (which are exactly the same everywhere) at each level in each town? If DoW can get all their leves from one camp, why should I have to travel all over the world and STILL not be able to get 8 full leves at my level?
I mean seriously.
More fairness for DoL please - and more variety.
Also I am still mad about the fishing leve nerf. That is pretty much what made me quit the game.
people were getting groups of 4 to run the multiple fishing spots leve in each city and would link them together. once the school disappeared they would continue fishing in that spot for the entire 30 minutes. you could easily get upwards of 600 a catch. was comparable to the way leve linking was first used to start a leve and not kill the mobs in the leve, but still got a bonus sp boost on any mob.
now once you catch the allotted fish in the area you are required to move to the next area so the leves take literally 5 min at most to complete. if you try fishing there again you can catch fish during the leve, but get no linking bonus. sorry just wanted to show what people are talking about when they say fishing leve nerf. they fixed the issue and some couldn't move past it.
i liked the fact you could leve link your fishing leves, but did not like the fact you could get sp on mobs that had nothing to do with the leve anymore. those leves did go from way too much to way too little though and i will agree with lex on that, but that was the price people payed for exploiting a system. when you exploit something usually they nerf it too hard the other way and it becomes a punishment.