I have recompiled the questions and consolidated into like-answers. I have paraphrased where I could for efficiency and accuracy.
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How do you feel about the leveling speed of gatherers compared to other classes?
We have been looking into ways of increasing the leveling speed.
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Currently the highest node a Botanist/Miner can gather from is Grade 5 while Fishers have Grade 10s, giving them a huge advantage over Miners/Botanists for skilling up. Will we be seeing a balance to this in the future?
In regards to fishing, we have been looking into lowering fishing spots Grade 6 and above to Grade 1.
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Will there be more DoL leves in the future?
Adding other content takes priority over adding leves at the moment.
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The current DoL leves are few, and the time and SP rewarded for completing them is rather small. Are there plans to lengthen the leve requirements from say 3 logging points to 6?
We plan on reviewing the rewards for all types of leves.
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When I hit a sweet spot I still get random items, why is this?
We believe this may be because certain requirements (such as not being the proper rank) have not been met.
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Why can Wrist Flick stun level 60+ NMs (Uraeus, Great Buffalo, Dodore, Haughtpox Bloatbelly, Elder Mosshorn) with ease and consistency?
While this does work for NMs, the effects will differ based on level.
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What does Mind do for mining?
The higher the character’s Mind, the more items are gained.
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Will the gathering animations ever be reworked or redone through motion capture to improve the realism and fluidity of the animation?
This has already been implemented.
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Currently for botanist and miner we have skills that say increased chance at certain crystals i.e. Byregot's Ward but these skills do not provide us with crystals at all. Are these skills mislabeled or is there plans to readjust them?
It will not be 100%, but the chances will be raised.
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It was initially claimed that all disciplines (War/Magic/Hand/Land) would be of equal focus in regards to content/gameplay. Is this statement still accurate?
It will still be possible to enjoy the game just as a gatherer, but the battle content and main scenarios to be added will make it necessary to obtain ranks and skills/actions for battle-related classes.
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*Currently there are very few gathering points on each map for botanist and miner, requiring more movement than compared to battle classes to skill up. Are there any plans to add more harvestable points per map square?
*Any chance we can have more mines for miners to mine at, more fishing pools for fishers, and more logging camps for botanists?
We are seeing if this can be solved through adjusting the placement of these spots. [Not by altering the quantity]
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*Will you implement some kind of "party gathering" system in place? Right now, gathering is a very lonely activity.
*Will we ever be able to group up on gathering jobs to complete a fieldcraft leve or join up on a gathering node?
Currently, gathering is meant to be played solo, but depending on the content we think it would be OK to allow gathering with other players.
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*The input lag between hitting enter and the cursor stopping is problematic, is this being looked into?
*The speed of gathering animations has increased greatly, but connection latency seems slow down gathering significantly. Will this be addressed and fixed?
We believe this will be solved when the server adjustments are completed.
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*Will you please get rid of the +1 and +2 items in gathering? It is redundant and takes up too much inventory space.
*Most items that are gathered have no value due to supply being way higher than demand. Is there any plans to limit the supply of certain items like what was done with gold, gems and mahogany?
*Can the nodes for all DoL classes be simplified to contain only two or three different kinds of item? I want to be sure I have found an "Iron/limonite" node or a "Yew lumber/branch/swan feather" node.
Along with fixing crafting-related recipes, we plan on optimizing the items obtained through gathering.
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*Can there be a feature gatherers can purchase with guild marks to scan for harvesting, quarrying, and spear fishing nodes?
*Will the mini games become different for each gathering class?
*Can we raise our Chocobo to excel in gathering, or perhaps a skill?
*Will we ever see actual resources at gathering points rather than only sparkling lights?
*Will gathering classes (and crafting classes) get their own storyline quests moving forward?
*Are there any plans for other gathering classes beside Miner, Botanist, and Fisherman?
*Are there plans to implement side quests for DoL/DoH?
*Will Chocobo's be involved with gathering classes in any way?
*Will gathering classes be included in the new job system?
There are currently no plans for this.
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*If you have to keep Gathering Fatigue, would you consider a new activity like "Restoring" to let all Gatherers continue to gain Skill Points (SP) without gaining items?
*Why can we can fish in the fountain in town, but we can't fish in natural water sources like Sorrel Haven?
*Will you implement hybrid guildleves and quests that require a mix of Disciples of Land/Hand/War/Magic?
*Could a pop up be added after harvesting an item requesting "Would you like to keep this?" or "Toss it out"?
*Will we be able to select which item we are focusing on gathering?
We'll keep it under consideration.
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*In the future, will I be able to fish up mobs on the ferry rides? If so, and I'm KOed (dang you, Anglers!), would I return to the last aetheryte I touched, or complete the boat ride?
*If a monster attacks a player while gathering, why can't we use our weapons instead of a stone?
*Can we manually mark the map with different types of icon as mining, fishing, and Logging point in the future update?
*It is very inconvenient for Regional Leves to share both gathering and battle leves. Will you give gathering leves its own category?
*Are there any plans to reintroduce FINAL FANTASY XI's Fishing mechanic of possibly fishing up monsters?
*Will there be gathering competitions (Ex. Who can catch the most or biggest fish!) ?
*Instead of BTN always destroying the landscape why cant we also mend and fix plant life?
*Will gathering jobs ever be needed for dungeon content? Example: clearing boulders or brush to an optional boss or an optional route which leads us to the end of the dungeon; or even fishing up an optional boss?
*Will there be specific factors made public such as Moon Phases, Time of Day, and Weather Conditions that affect the Drops Rates and Quality of items obtained through gathering?
Similar suggestions have been brought up by the development team, but nothing has been finalized.
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*All items that can be gathered so far seem pretty common, will there be rare ores/logs/etc that can be crafted into great gear?
*Can you please allow the use of Eluder abilities on DoW/DoM? It doesn't make sense that they cannot use them.
*Gathering classes appear to have half the "useful" amount of guild mark choices when compared to battle classes. Will adjustments be made to provide useful abilities and traits that enhance the classes?
*Will you give gathering classes other activities to do besides gather with their main hand and off hand tools? For example: gardening for botanists (like in FF11), or aquariums for fishers.
*Harvesting gear is very limited. Are there any plans to add more/higher level harvesting gear in the immediate future?
*Are there plans to reward effort and innovation in gathering, just as in the battle design?
*Any plans to alleviate inventory stress for gatherers?
*Are there any plans of making the gathering jobs a lot more interactive and engaging with their own special abilities?
*Are there any plans to have Arbor Call, Lay of the Land, and Gulleye ping or mark the mini-map (and main map) with an arrow to follow instead of it indicating the location via text?
*Crafters currently have gatherers under their thumbs in terms of who holds most of the economic value in their relationship. Any plans to strengthen the economic power of gatherers?
*Are the current dungeons going to receive gathering points?
We have plans for this, but no specific details or timeline is ready to be announced.