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  1. #121
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    451
    Quote Originally Posted by origamikitsune View Post
    The point is, SP needs to be adjusted. I don't feel it is appropriate to raise the SP gain on a fail in general; that could make it to easy to gain SP by intentionally targeting and failing higher level nodes. But certainly higher SP on a fail at a node appropriate to your rank. And/or more SP on a successful harvest so that those 250 or however many actions are worth something.
    Unfortunately, it already is very advantageous to target higher grade nodes in terms of SP.

    Gaining SP via many (easier) gather attempts at lower grade nodes is counterproductive. If I am getting 7 gathers * 80 SP per gather = 560 SP per node, I'm eating through 7 out of my 150 in short order. A bare 21 nodes would eat up all of my 'clean' gathering. If it takes two hours to do this (six minutes a node), I gain another 20 gathers (from regen), enough for another three nodes. Essentially, after 2 hours of gathering to gain SP, would have hit 24 nodes and gained roughly 13.5k in SP.

    In contrast, if I attempt nodes far above my rank (like Grade4 at rank 22), if I am getting 2 attempts per node, and 260 SP per successful gather (and still 130 SP per fail!), this yields 520 SP per node, but I am only consuming 2 gathers instead of 7, for almost the same SP (although in reality it is a bit lower, since the success rate is lower). However, if the same six minute per node rate holds (it takes longer to find the nodes, but less time to process them, say), then after 2 hours and the 21 nodes, at most there would have been 42 successful gathers, while 20 gathers would have been regained. In practice 30 successful gathers would be more realistic, which is not far above the regeneration rate.

    On a final note, gathering from secondary points is the worst. You gain 1/2 SP on a successful gather, and the gather rate is so fast that it is quite easy to burn through the 150 gathers in short order, especially because the secondary points don't move, so it's very easy to cycle around them.

    TL;dr - The current system promotes targeting very high grade nodes in order to gain SP, rather than nodes that are notionally within your rank.
    (2)

  2. #122
    Player

    Join Date
    Mar 2011
    Posts
    270
    The people who are saying remove the fatigue that restricts the number of item gains are not thinking straight. When everyone is rank 50, skill points are no longer a concern and the main goal is items. Gathering classes gain items very quickly and amass large number of valuable items easily.

    Items will only remain valuable because there are limiting factors in the items generation as well as rarity. Unless they somehow create a sparkling super node that could be call a Notorious Node that can only pop under extreme conditions and that yields the best drops for the gathering classes making all other gathered items obsolete, limitation fatigue is the answer. A world resource limitation fatigue system will only make it so casual gatherers find it difficult to gain any materials at all.

    Until you are 50 please feel free to use "Sweat of Brow" which occasionally doubles your skill points and experience points gain. I find this skill to be simply amazing and would love for anything similar for a DoW, DoM or DoH class. Personally I have seen this skill stay on for over 20 casts when fishing only to kick in again afterward. I would much prefer to play something for a short while for fast skill and experience points over having to grind long hours.

    When you are rank 50, pat yourself on the back for accomplishing something very difficult. I understand it is not something you can rush to achieve easily. You can surely start to use "King's Yield" instead to increase the number of items yielded per gather. This skill is quite nice as well and I have seen more gold sands during leves when active, when I would only see 1 normally. Some say with the proper stat distributions, the number of items yielded per gather increases meaning if you want more items perhaps you should reallocate your skill points to improve so.

    If you enjoy keeping the value of your items high, either for selling raw or crafting out, you will want a item fatigue system because there will always be 1 or 2 truly hardcore accounts to farm nonstop. This may be RMT or even a real player trying to monopolize a certain market. This is exactly what the fatigue system wants to prevent. A casual to normal gatherer will never be able to keep up with one of these types of players who can devote long hours to the game. One player would be all it takes to flood and undercut the market full of items without a gathering fatigue system. Having more items in stock means they are able to sell for less because of supply and demand and basic economics.

    Crunching out some numbers using the given information by the developers, 150 gathers with about 400 average item yields over 2-3 hours time per day with roughly 27 hour reset in time without fatigue. Three separate gathering class fatigues to work through still giving a solid 7-8 hours per day of unfatigued gather time while netting 1200 or so items. If you are hitting this fatigue daily on all three gathering classes, you are simply playing to much.

    The only thing I see legitimate claims for about skill point gain issues is the lack of grade 6 nodes for botany and mining. I am not quite there yet as for my gathering classes but I can imagine how difficult it would be to rank up from being forced to gather from a grade node below optimal. So I won't ask for them to remove gathering fatigue but I would like to ask for the release of grade 6 nodes for mining and gathering.

    As for bots, fishing needs a serious fix right now. I see many rank 50 fish bots running at rank 3 nodes yielding very high amounts of fish daily without ever moving. Having a high rank gathering class reduces the difficulty of the actual gathering process and when gathering from nodes far below your rank the mini games are super easy to bot. Certain fish will almost always jig properly at the same location and with a set jig pattern to obtain hardest to easiest fish with increase jig chances makes the market saturated with fish. Certain baits can target specific fish making bots easier to run as well which is something a miner or botanist cannot do at all. Of course they are using multiple 50 fishing accounts to increase their profits and the dock waiting for the ferry from Uldah to Limsa Lomisa is really crowded lately on my server.
    (3)

  3. #123
    Player
    Kaedan's Avatar
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    Mar 2011
    Posts
    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by MysteryG View Post
    Please remove the RMT countermeasures for now. If RMT ever become a problem in this game (which is unlikely for a number of reasons) then I would understand putting some roadblocks in. If the GMs are doing their jobs, and SE does a good job of shutting down the websites that power them, RMT will never touch the game.

    Yes, let's wait until they ruin the trade system first before we do anything about it. That's a great idea.

    That's like saying, "Well, we don't need to prepare for the Hurricane... we'll just wait until it hits and see how many people it kills... then if the effects are bad enough we can prepare for the next Hurricane that hits."
    (0)

  4. #124
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    RMT cant kill you....
    (0)

  5. #125
    Player
    Kaedan's Avatar
    Join Date
    Mar 2011
    Posts
    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Reika View Post
    RMT cant kill you....

    It can destroy the world.

    And it's not just RMT. Even if RMT didn't exploit it (which they would), the unlimited influx of materials would destroy the crafting and trade system.
    (0)

  6. #126
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    People who want gathering limitations removed don't know what they're talking about and shouldn't be listened to. It's a terrible idea, like eating ice cream every meal for a year.

    Remove the double SP nerf and it's fine.

    That's it. That's the solution. Moving on.
    (1)

  7. #127
    Player
    BadOmen's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    248
    Character
    Beberry Berry
    World
    Midgardsormr
    Main Class
    Gladiator Lv 77
    lets just ask SE to set Safeguards on each coast/river etc of eaorzea to penalize anyone tryin to monopoliza an area, wonder if a NPC could do the task? >.>;; *NPC for hire weeeee*, like seriously, you go a to a body of water and a NPC only allow you to fish 100 of each kind of fish, after wich limit you be forced to return any fish caught to the water but still be able to fish up for skill points!, some sort to what the fish for sportin is at RL.
    (0)

  8. #128
    Player
    Kaedan's Avatar
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    Mar 2011
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    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Peregrine View Post
    People who want gathering limitations removed don't know what they're talking about and shouldn't be listened to. It's a terrible idea, like eating ice cream every meal for a year.

    Remove the double SP nerf and it's fine.

    That's it. That's the solution. Moving on.

    Yup, that's really all they need to do.
    (0)

  9. #129
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    yet another 'damned if you do, damned if you dont' issue. SE cant make everyone happy.

    But... All Anti-RMT countermeasures programmed into the game still need to go. Not tweaked, destroyed.
    If someone wants has the patients to gather 10 stacks of something in a day, freakin let them. gathering isnt exactly fun, neither is crafting. People get bored, people will take a break from it at their own pace.
    (0)
    Last edited by Reika; 04-08-2011 at 12:31 PM.

  10. #130
    Player
    Tiraelina's Avatar
    Join Date
    Mar 2011
    Posts
    476
    Character
    Tiraelina Kyara
    World
    Sargatanas
    Main Class
    Pugilist Lv 70
    Anti-RMT doesn't stop anything regardless how its done unless its screwing up legitimate players at the same time, the only way you are going to be able to do anything to them is by actively policing them in person with GM's. Block them from one thing and they will just move over to another in full force just as fast.

    There's already very little need to even bother capping out a DoL as it is, removing the SP loss isn't going to change anything. The limitations need to gotten rid of, every other class in the game isn't limited to 2 hours play time.
    (0)

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