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  1. #1
    Player
    Eruantien's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    1,426
    Character
    Eruantien Draugole
    World
    Louisoix
    Main Class
    Thaumaturge Lv 70

    Community name "Gathering Fatigue"

    Question is, what is it for except a pain in the ass. If you do not know what I am talking about, this is the point in time it becomes impossible to gather items, a gatherer will just start damaging items even when you win the mini game. I expected to see what it was about in the ask the devs about gathering, but there wasn't.
    I have heard from players it is to combat RMT, however I remember a post in the beta saying that it had something to do with the way you gathered, not to combat RMT.
    (12)

  2. #2
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    It seems to just be an anti rmt and antispammimg feature like fishing had in 11 to keep people from staying out there and tripling the item production. I don't agree that it should hurt your sp because that is what surplus is for. however, I do think that putting breaks on gathering is necessary to keep the Econ under control.

    It seems to be based on number of attempts. I go into field fatigue really quickly on low grade mining points even though I get no sp and I have less total strikes.
    (1)

  3. #3
    Player
    Andra's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    514
    Character
    Andra Nafare
    World
    Ragnarok
    Main Class
    Archer Lv 90
    Hehe, i was about to start a thread about that too. But seems, i was to busy answering other posts.

    Yeah, so... i really would like to hear what that Fatigue System is all about!

    A Fighting Class can go out and kill Monsters 24/7 to collect drops and sell them for money and support the community.

    A Crafting Class can craft 24/7, make new items and sell them for money and support the community.

    A gathering class... can go out, gather some hours and is forced to stop because they arn't able to gather anything anymore.

    I'v played FFXI almost 6 years and i know SE introduced a Fatigue System there as well. It was said, that it's because of the many Botters. For Chocobo Digging it was exactly 100 items per 24h. For Fishing the number was around 200 Fish in 24h.

    Right now, some people gather data about the fatigue system and try to find out where the cap is. Is it by time? Is it by items (like in FFXI)? Or does it work a totally other way we havn't thought of?

    Point is... i really don't understand why there is this system at all. And why SE just won't tell us why it is there and how it works.

    I mean, i don't like it to be to easy. The gathering of data and calculating it with a wide span of people from all over the world and from different servers is kinda fun. It brings the community together. But we players are limited. We can calculate as much as we want, and maybe we're able to say "we're 95% sure that the system works this and that way" but as long as SE won't make an offial post, we'll never be able to be 100% sure.

    One thing is thought of is, that a gatherer can gather way more items in a way shorter time then a fighter can farm or a crafter can craft.

    {link} Botanist Gathering Data Analysis - Google Spreadsheet

    3 hours of continues gathering. And i got 650 items in that time. Not to mention, that i was in Fatigue after around 1 1/2 hour already and the item-number i got dramtacially decreased. How many more items i would've gotten after 3h if there wouldn't be a Fatigue System?

    I doubt a fighting class can farm 650 items in 3h or a crafter can craft 650 items, not even with hasty hand, in that time. And don't come me with Arrows now!

    SE dosn't have to tell me how exactly the system works. I want some challenge in that game that i've to accomplish on my own. But what i would like to know is: Why there is a system like that at all.

    And i don't want an answer like: "It's because of the Bots. Point."

    I want an answer that explains it in details, that i can understand and follow.
    (3)
    Last edited by Andra; 03-08-2011 at 07:11 PM.
    2010...
    ~Der Mond ist Schuld!~
    Hi Hi Hi *kicher* FFXI Insider. Hi Hi Hi. *kicher*
    2012...

    "Hätte ich doch mal nur meine Klappe gehalten..."

  4. #4
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    I think it's item counts. I should start counting the number of items until I have to 2-strike gold sand. That is level one field fatigue to me right now. Level two I start failing to harvest 1-shot items like iron sand.
    (0)

  5. #5
    Player
    Andra's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    514
    Character
    Andra Nafare
    World
    Ragnarok
    Main Class
    Archer Lv 90
    Yeah, that's what we think too, that it is item based. But, as i said, we can't be sure. To less data so far. And for the reset we're also still testing. At least we know it's not 24h. Because, when i go to bed and start gathering the next morning, the fatigue is fully resetted. So we think it might be something around 8-12h. But so far no one was able to test it. Because when 12h have passed, most people are in bed then. I started gathering at almost 10am, stopped at almost 1pm. 12h later that would mean, i would've to go gathering again at 1am, and then for some hours to be sure... that's way to late for me. ^_^;
    (0)
    2010...
    ~Der Mond ist Schuld!~
    Hi Hi Hi *kicher* FFXI Insider. Hi Hi Hi. *kicher*
    2012...

    "Hätte ich doch mal nur meine Klappe gehalten..."

  6. #6
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    I pretty confident that gathering fatigue is based on how many successful gathers you do. Gather fatigue starts to kick in at about 130-140 successful gathers.
    (0)

  7. #7
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    It needs to go, it may be here mainly for RMT but it doesn't hurt them. The problem is RMT are being paid to do this. They will gather right through fatigue because its their job and in the end it doesn't matter as much to them, or they will just jump on one of their other characters and repeat the process as they hit this hidden fatigue...


    For us, those who make their main job in the game as a gatherer this is crippling to the core feature and purpose of our class. It needs to go. Wake up SqareEnix, its not stopping the RMT, its only hurting legitimate players trying to full-fill their job role.
    • Can you imagine what would happen if crafters just began to auto-fail 80% of their crafts after 120-140 synths?
    • What if DoW/M started getting -80% loot drops after 120-140 kills?

    I will tell you one thing, the comments being posted would not be nearly as reserved from upset DoH & DoW/M as they are from us DoLs that deal with this ridiculousness.
    (9)
    Last edited by Vesper; 03-08-2011 at 08:47 PM.

  8. #8
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    Mar 2011
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    Gridania
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    Quote Originally Posted by Vesper View Post
    It needs to go, it may be here mainly for RMT but it doesn't hurt them. The problem is RMT are being paid to do this. They will gather right through fatigue because its their job and in the end it doesn't matter as much to them, or they will just jump on one of their other characters and repeat the process as they hit this hidden fatigue...


    For us, those who make their main job in the game as a gatherer this is crippling to the core feature and purpose of our class. It needs to go. Wake up SqareEnix, its not stopping the RMT, its only hurting legitimate players trying to full-fill their job role.
    • Can you imagine what would happen if crafters just began to auto-fail 80% of their crafts after 120-140 synths?
    • What if DoW/M started getting -80% loot drops after 120-140 kills?
    I will tell you one thing, the comments being posted would not be nearly as reserved from upset DoH & DoW/M as they are from us DoLs that deal with this ridiculousness.
    Gathering fatigue limits item drops (which is fine by me). What I don't like is that gathering fatigue drops my SP in half! So here's your revised list :P
    • Can you imagine what would happen if crafters just began to auto-fail 80% of their crafts after 120-140 synths?
    • What if DoW/M started getting -80% loot drops and half the SP after 120-140 kills? (I'd add that since it's the DoW/DoM's job to kill the mob, they'd fail at that too, resulting in mostly death, but I think that'd be a bit much =D)
    I think the red part would lead to more of an uproar among the DoW/DoM community.
    (0)
    Kolbey Trife - Besaid - Aes Sedai Tower

  9. #9
    Player
    Wynn's Avatar
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    Mar 2011
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    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by Vesper View Post
    • Can you imagine what would happen if crafters just began to auto-fail 80% of their crafts after 120-140 synths?
    I am starting to believe this is actually true for crafters as well as gathers. There are times where I will grind a craft for several hours and then just start failing synths in large quantities for no apparent reason. That is, until I get frustrated and go do something else for a while.

  10. #10
    Player

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    Mar 2011
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    Gridania
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    Quote Originally Posted by Wynn View Post
    I am starting to believe this is actually true for crafters as well as gathers. There are times where I will grind a craft for several hours and then just start failing synths in large quantities for no apparent reason. That is, until I get frustrated and go do something else for a while.
    Some of my LS members have had similar issues.
    (0)
    Kolbey Trife - Besaid - Aes Sedai Tower

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