If they need to do it, at least state thats what it is, and I would rather just be getting a low level drop that wont flood the economy like copper ore instead of insta-fail, at least that way you will get the sp most gatherers would want.


If they need to do it, at least state thats what it is, and I would rather just be getting a low level drop that wont flood the economy like copper ore instead of insta-fail, at least that way you will get the sp most gatherers would want.


Some word from a lodestone ask the devs of how it works and why it is there, would be a start.

Nice thing for Botanists and Miners is that you can continue to gather at half SP if you so desire. Fishers, on the other hand, have to just quit because our constant messages that the fish got away means zero SP. As a rank 26 fisher, I'm rather in awe of those of you who managed to make it to 50 despite this nonsense!

You can see my Gathering (fishing) fatigue testing here:
http://www.disciplesoftheland.com/fo...?g=posts&t=252
Basically I can show that there is:
* A set number of sucessful gathering actions allowed before you hit the fatigue (Fatigue is not 100% fail, but its really high).
* That the passage of time since your last sucess increases the number of available sucesses (your POOL if you will).
* That 12 hours _appears_ to be the amount of time (from last sucess) for your POOL to reach its CAP.
As far as the exact numbers, my results are in the post listed...but it seemed to be more math than i wanted to do to get the exact formulas. All i need to know is that when i cap out and hit fatigue, i've got 12 hours before I best go back out and do it again. I agree, this is inconvienant as a supplier of fishys...but the alternative is countless bots creating a steady flow of resources making it pointless to do it yourself/make any gil off it (despite the uleslessness of gil >.>) etc.

Thanks, Truvy! That's very helpful.

It is also useful to note the following as well:
* The QUANTITY or QUALITY of your materials gathered during your successes does NOT matter towards reaching fatigue.
In Example:
PLAYER A goes out and fished for 150 sucessful catches before reaching fatigue. Each and every one of the catches got them only 1 fish at a time at normal quality. (Call this the Minimum possible)
PLAYER B goes out and fished for 150 sucessful catches before reaching fatigue. Each and every one of the catches got them 3x <fish name> at +3 quality. (Call this the Maximun possible)
As you can see, there is a range from the above example of 150 - 450 actual resources, but the fatigue level is the same. Therefore when gathering with the intention of maximizing your resources for your allowed CAPPED POOL of sucesses, one should not only focus on gear that improves Perception (increases Quality of resources) but have abilities equiped that also improve the quality as well.
As far as catching/harvesting multiple items from a single attempt, I'm really not sure what affects this (Stats, gear stats, rank, etc...likely a combo of all of it).

This really does need to be adjusted. At the very least this should NOT be persisting across different DoL jobs. Its completely ridiculous that if I fish for awhile then hit normal surplus that if I swap to botany I can fail 90% of my hits. Thats penalizing NORMAL ranking even beyond trying to stop RMT, which it does not do.
If you level more than one DoL this can basically halt your actual sp gain. If your constantly breaking anything you hit because you hit this hidden system on another class it not only affects your gathering totals, but it also kills your sp as you will be getting half sp due to instant breaks.
Completely unacceptable.
@Wynn exactly! In fact I am ranking up my mules DoL classes now because of gather fatigue. Being at the correct depth and using skills to increase the odds of getting the items you want only does so much. I find it concerning I am reduced to having multiple characters with DoL classes to farm the items I need to support my crafts.
@Vesper -- It is not persistent across all DoLs. I have gone from zero fatigue to fatigue on botany and then on mining back to back. Both around 140ish successful gathers.



I agree, it is not persistent across DoL classes. However, I also agree that this does not do anything to hinder RMT. RMT organizations have countless characters with which to harvest with once one hits fatigue. All this really does is hinder real players who have chosen a DoL as their primary class.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote





