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.
"I know not what brings men joy. Of what drives them to great deeds, of what legacies they hope to leave, I know less yet. But I do know this: The true hero of this tale was the man forgotten."
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?




because they would rather make rules to punish the legit players than they would actually do their job.
http://crystalknights.guildwork.com/
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.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?
Last edited by Xenor; 07-16-2011 at 06:23 PM.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
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.




yeah i wonder how many people can get into a fight and have it last 8 hours? i know a fishing trip for me 8 hours minimum.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.
sure follow one messed up system with another.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."
http://crystalknights.guildwork.com/



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.
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