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  1. #1
    Player Shiyo's Avatar
    Join Date
    Apr 2011
    Posts
    946
    Character
    Shiyo Kozuki
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    I agree with Vesper, this fatigue system is really dumb! I used to be able to fish for 6-8 hours in FFXI before hitting the fatigue, basically being able to fish all day if I wanted to. In this game I fished from level6-11 and hit fatigue! >_< That's NOTHING! I can level a DOW/DOM job to 1-20 in 1 day, probably higher, how is that fair?

    I did all my leves yesterday and had an entire free day, I wanted to get my fishing to 15 today or even higher, fishing all day. But the game won't let me do that! ;_;
    (1)

  2. #2
    Player
    Eruantien's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,426
    Character
    Eruantien Draugole
    World
    Louisoix
    Main Class
    Thaumaturge Lv 70
    i still definatly agree with it being abolished, but if the reason to have it was indeed to stop the market getting saturated, then getting sp but rubbish items would fix that solution but not stop us from mining completly. And yes shiyo you can get from 1-20 in a day easily, you hit first level surplus, but thats nothing doesnt stop you leveling, or playing, this system stops you playing.

    Although we still dont know what the system is definatly for since the Devs seem to refuse to shed some light on this issue.
    (0)

  3. #3
    Player
    Kaedan's Avatar
    Join Date
    Mar 2011
    Posts
    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    I think people need to realize (as stated by someone before), that this isn't just to combat RMT. This is also a stop-gap measure to prevent an infinite flood of resources that would be harmful to an economy.

    However, I do agree that it should only effect production... it should not effect SP gain until you hit Surplus.
    (0)

  4. 04-07-2011 06:15 AM

  5. #5
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    My question is, after you start breaking things on the first strike constantly, how long do you have to wait until you can gather normally again? and, Is this the same for fishing?
    (0)

  6. #6
    Player
    Eruantien's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,426
    Character
    Eruantien Draugole
    World
    Louisoix
    Main Class
    Thaumaturge Lv 70
    I think its about the same time for all, im pretty sure its the same system so can't see them changing it for different classes
    (0)

  7. #7
    Community Rep Gildrein's Avatar
    Join Date
    Feb 2011
    Posts
    2,414
    Hello fellow adventurers!

    To clear up your questions, we have checked with the Dev. team and found out the following.

    As a countermeasure against RMT activities, the probability of gaining items through gathering will start to decrease after repeated attempts over a long period of time. After a certain number of attempts, items will no longer be obtainable through gathering.

    To explain a little more on what goes on behind the scenes, there is an internal counter which measures how often a player has attempted gathering activities. Players will start with a maximum pool of 2,500, which will decrease by 10 each time a gathering attempt is successful and yields an item. Once this number decreases to 1,000, players will find it harder to obtain items. At 0, items can no longer be obtained through gathering.

    Stopping gathering for some time will bump this number back up. The recovery rate is currently set at 100 per hour.

    If you have ideas and feedback on this topic, please don't hesitate to let us know.
    (34)
    Gildrein - Community Team

  8. #8
    Player

    Join Date
    Mar 2011
    Posts
    35
    Quote Originally Posted by Gildrein View Post
    Players will start with a maximum pool of 2,500, which will decrease by 10 each time a gathering attempt is successful and yields an item. Once this number decreases to 1,000, players will find it harder to obtain items. At 0, items can no longer be obtained through gathering.
    I know its off topic but seriously, what is the point in putting additional "zero" (or even few) after every number? Why max is 2500, decreasing by 10, reaching 1000 and finally 0? Max 250 decreasing by 1, reaching 100 and 0 is exactly the same thing, isnt it? Same thing with TP in FFXIV - why is it 3000 max with actions cost 2000, 1000, 500, and 250 instead of 300, 200, 100, 50 and 25? Why Guardian Aspect is 200 max and decreasing/increasing by 10 instead of 20/1? What is that additional zero for? Is there too much space on the screen or what?
    BTW: someone obviously forgot bout anima, should be 1000 max and decreasing by 60/40/30/20/10. Oh, and faction points still need zero at the end too.
    (8)

  9. #9
    Player Irondude's Avatar
    Join Date
    Mar 2011
    Posts
    391
    Character
    Ferrous Ironchick
    World
    Hyperion
    Main Class
    Miner Lv 50
    Quote Originally Posted by Chory View Post
    I know its off topic but seriously, what is the point in putting additional "zero" (or even few) after every number? Why max is 2500, decreasing by 10, reaching 1000 and finally 0? Max 250 decreasing by 1, reaching 100 and 0 is exactly the same thing, isnt it? Same thing with TP in FFXIV - why is it 3000 max with actions cost 2000, 1000, 500, and 250 instead of 300, 200, 100, 50 and 25? Why Guardian Aspect is 200 max and decreasing/increasing by 10 instead of 20/1? What is that additional zero for? Is there too much space on the screen or what?
    BTW: someone obviously forgot bout anima, should be 1000 max and decreasing by 60/40/30/20/10. Oh, and faction points still need zero at the end too.
    just lol.....
    (0)

  10. #10
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Gildrein View Post
    Hello fellow adventurers!

    To clear up your questions, we have checked with the Dev. team and found out the following.

    As a countermeasure against RMT activities, the probability of gaining items through gathering will start to decrease after repeated attempts over a long period of time. After a certain number of attempts, items will no longer be obtainable through gathering.

    To explain a little more on what goes on behind the scenes, there is an internal counter which measures how often a player has attempted gathering activities. Players will start with a maximum pool of 2,500, which will decrease by 10 each time a gathering attempt is successful and yields an item. Once this number decreases to 1,000, players will find it harder to obtain items. At 0, items can no longer be obtained through gathering.

    Stopping gathering for some time will bump this number back up. The recovery rate is currently set at 100 per hour.

    If you have ideas and feedback on this topic, please don't hesitate to let us know.
    Now if only we could get the numbers behind the other fatigue, then we're straight.

    In all honesty though, with no Grade 6 nodes and easily hitting this "Gathering Fatigue" within an hour or so of play before the actual fatigue, it's really quite frustrating to level a Disciple of the Land class. At the very least they could still have full SP gains for "damaged" items. Sometimes I don't even gather for items but SP. I mean, as it is right now, it's comparable to a Disciple of War or Magic killing mobs with an AoE. You don't get any SP gains for it. Both of these things should be changed.
    (0)

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