They should put fatigue caps on DoM/DoW too then, I think. The fatigue is only there to stop RMT from what they used to tell us, but it stops me (us who do it) from enjoying what we want to do.
This is all off-topic though.
They should put fatigue caps on DoM/DoW too then, I think. The fatigue is only there to stop RMT from what they used to tell us, but it stops me (us who do it) from enjoying what we want to do.
This is all off-topic though.
With the old system, if you wanted to get beyond the 150 wall and head to the maximum of 250, it would be at most about 1 day of cooldown to get to zero again, with such a high cap now, if the regeneration is still the old 10 per hour, that could be several days just to get back to zero from the wall, not even counting if you went hardcore to the maximum. All this would be moot if we could get an indicator on the GUI similar to the old sp/xp fatigue colors. I would like to know because I am attempting the achievements while at the same time gathering specific items for various crafting ventures, so I would like to know how much I can achievement farm and when I need to stop so I can gather up the stacks I need for crafting.
This is personal opinon of course, but I'd rather see them keep the status quo. If you tell people exactly how it works, people will milk the system as much as possible.
If you really want to keep gathering post-fatigue, switch to a different DoL. I'm told fatigue is class-specific.



It's not off-topic...it IS the topic. The reason they raised the fatigue cap is because the old one was punishing honest players who were either just trying to grind gathering to level up or who were farming for the linkshells/profit etc. The cap was so low, it was hindering people's ability to just level up at a steady pace...so SE raised it. Now probably 90% of the people who gather at least 1-2 times a week probably never hit gathering cap. They go out, get what they need, go do something else. However yes, there is still a 10% club that does still hit this fatigue. While I understand the frustration if you really enjoy clear-cutting LL all day, you must also realize that SE is trying to limit gathering not just for RMT reasons (although yes, that played into it), but also to control market flooding etc.
Now I also see where you're coming from with the fatigue on DOM/DOW too , but it's just not something you could implement. Mostly because unlike a gatherer, a DOW/DOM can be 'actively' killing/doing stuff all day and never once be 'farming' for mats/profit. Whereas, a gatherer, can only gather, which by it's very nature is 'farming' for mats/profit.
Once someone's done leveling the class, it IS very possible they spend 12+ hours on a Saturday playing the same class/job...and never 'farm' a thing. Example:
8:00AM Login, fix gears get dressed as CNJ/WHM
8:15-10:15 Solo a couple company leves for seals.
10:15-12:15 Help some linkshell mates do AF quests/get AF gear
12:15-1:00 AFK in town (eating etc in RL)
1:00-3:30 Ifrit
3:30-5:00 Chocobo Caravan w/ full party of friends
5:00-6:00 AFK in town (eating etc RL)
6:00-10:00 Cutter's Cry runs with LS
Now, a gatherer who spends the same amount of time actively doing stuff in the world only has ONE thing to do atm in game....gather. That's a lot, I mean a lot, of gathering for one person to do in one day. This is why it got limited. In all honesty, it would be more pro-active to ask for other tasks,quests,storylines etc that can keep gatherer's busy other than simply gathering for personal mats/profit.
Last edited by Kinseykinz; 04-07-2012 at 09:56 AM.
Well as I said its very high apparently. I can tell you i mine 2 hours every day without any problems at all, so if you're that worried about it just be a bit less hardcore about your gathering. If you start failing even tho you're hitting the right spot youll know you need to stop.With the old system, if you wanted to get beyond the 150 wall and head to the maximum of 250, it would be at most about 1 day of cooldown to get to zero again, with such a high cap now, if the regeneration is still the old 10 per hour, that could be several days just to get back to zero from the wall, not even counting if you went hardcore to the maximum. All this would be moot if we could get an indicator on the GUI similar to the old sp/xp fatigue colors. I would like to know because I am attempting the achievements while at the same time gathering specific items for various crafting ventures, so I would like to know how much I can achievement farm and when I need to stop so I can gather up the stacks I need for crafting.
I do have to agree that the system can't be too transparent, otherwise its job as a deterrent would completely fail. Its high enough now that "too much" is really too much in that its easy to tell when to stop. The old system obviously was fail, since the bar was so low that you needed that transparency in order to gather regularly at all. Now i'd argue that its a void issue unless you are trying to gather for 6+ hours a day. In that case, just don't. A few hours at a time and I'm sure you'll be fine.
That's something that does bug me though Kinsey. If a DoM/DoW can get on and play DoW/DoM all day because it is what they enjoy the most. DoH can craft all day because its what they enjoy most.... Why then is DoL restricted from doing what they enjoy the most? They say anti-RMT, but RMT make their gil from battlecraft leves and ALC bots.
You're missing the point lol. If there is no fatigue on material gathering then the market could easily be flooded by 100 stacks of 99 items because there's no limit over how much one person can obtain. That's why there is gathering fatigue, but even with the cap now it's still easy for one person to flood the market with a material based on the current cap as well as knowing the favored spot for each material. Gathering still needs a lot of tweaks to it but one of them won't be removing fatigue cause it's the only logical way to control the flow of materials in the market with the current gathering concept.That's something that does bug me though Kinsey. If a DoM/DoW can get on and play DoW/DoM all day because it is what they enjoy the most. DoH can craft all day because its what they enjoy most.... Why then is DoL restricted from doing what they enjoy the most? They say anti-RMT, but RMT make their gil from battlecraft leves and ALC bots.
If people wanted to flood the market like that (which would be stupid anyway) they could with an extra character or so on. That wouldn't benefit the market flooders, either. Farming for my own stuff, stuff for friends, stuff that gets npc'd. DoH can flood markets (and do) like noboby's business. if its already easy to flood the market, then let's DROP THE FATIGUE~ You can only gather 30 times now before you gotta change! lol.... If its already easy, then the system must be ineffective as is.
As an aside, people doing DoH leves can flood markets, too. albeit it less often.



Don't get me wrong, I wasn't saying it was fair to DOL, just giving an explanation why. I just think our time would be better spent asking for ways to include DOL/DOH classes in the overall content and game more. It sounds like gatherers and crafters will have some stuff to do once Hamlet defense comes out, but really, it'd be nice if Gatherers/crafters had some content that was more on par and of the scale of the Battleclasses dungeons etc. I am not sure how this could be done however.That's something that does bug me though Kinsey. If a DoM/DoW can get on and play DoW/DoM all day because it is what they enjoy the most. DoH can craft all day because its what they enjoy most.... Why then is DoL restricted from doing what they enjoy the most? They say anti-RMT, but RMT make their gil from battlecraft leves and ALC bots.
I think it was some of the original intent to make DoH/L feasible as main jobs, but now they've said somethin like it won't work and they're going for a battle heavy path instead.
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