What "sudden priorisation"? This system has been in place since Beta.I probably mentioned this in another post but really, what's with the sudden prioritisation of creating penalties when player populations are dropping daily?
What "sudden priorisation"? This system has been in place since Beta.I probably mentioned this in another post but really, what's with the sudden prioritisation of creating penalties when player populations are dropping daily?



 
			
			
				Indeed this info worth gold! Thanks, Gildrein!
I just wish that, since we talking about RMT too, we had STF people also running around la noscea to clean up the area. Its almost ironic the pirate island being also full of RMTs. Cass was claimed as RMT territory already...bots everywhere and one of these days i got RMTs even joining behest there...and was a dmned rank50 the active RMT and around 29 the passive leve mules...just a shame leaving them walk free like this time enough to be r50 already.


 
			
			
				Heres an idea Stop worrying about RMT and worry about fixing the game


 
			
			
				
It's not really something that needs to be fixed (and has been this way since release). The flood of items into the game if this wasn't in effect would be catastrophic.
However, Xenor makes a good point that they should change it so the item decrease still occurs, but you are still able to gain SP.


 
			
			
				The problem is the amount of SP gain is horrendous for mining and gathering it is also redundant and incredibly boring to grind once you hit 22/23+ but because of the lack of materials on the market as a crafter you are almost forced to do said activity.It's not really something that needs to be fixed (and has been this way since release). The flood of items into the game if this wasn't in effect would be catastrophic.
However, Xenor makes a good point that they should change it so the item decrease still occurs, but you are still able to gain SP.

 
			
			
				Just a quick question to Gildrein:
Is this pool of 2,500 shared between all three gathering classes? Say for instance you go from 2500 to 2000 on Miner, would you then drop from 2000 to 1000 on Botanist afterwards, likewise with fishing?
Or is there a seperate pool for each class?
Thanks


 
			
			
				As a 40 MIN and 31 BTN I know how fast you can gather items. It would destroy the economy on mats if a player could go gather items all day. I am in full support of this fatigue.
However, I don't believe a failed gather should give half SP. There should always be the option for a DoL player to rank up their class at a reasonable rate and a system designed to harm RMT should not penalise players who want to do this.
Rank 45+ is already bad enough due to the lack of grade 6. I would love to see a dev comment about that. Some change needs to be made and I can see the problem of adding grade 6 now (lots of mats for 50+ gear with no current use). The easiest solution is to boost the SP obtained when you are on the current grade. SP is fine for hitting a grade you can't scan for, but it's a problem when you're on the optimal rank grade and getting close to the next grade, especially when you're in the high 40s and can't hit a higher grade.
I can answer that. It's not shared. I've tested it. It's easy to test because if you hit fatigue on say botany, go mine afterwards and see.Just a quick question to Gildrein:
Is this pool of 2,500 shared between all three gathering classes? Say for instance you go from 2500 to 2000 on Miner, would you then drop from 2000 to 1000 on Botanist afterwards, likewise with fishing?
Or is there a seperate pool for each class?
Thanks
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com



 
			
			
				Honestly I thought the mini-game was enough of a hassle for RMT seeing as they can't just click/gather bot like in most games. I'm not really a fan of this kind of fatigue, or at least not with these numbers. I can understand some measures against RMT but honestly gathering fatigue is not a great one. Slowing the rate at which they can gain items will do very little to stop them either way and is punishing players. You can only do so much before you start hurting the legitimate players.
The mini-game is enough of a measure I think, anything past that (especially penalties) hurts the real players.

 
			
			
				I agree on the most part however the fishing mini-game is really too easy for people to bot as it involves no moving around unlike mining or botany. A person could literally start up the program, and leave it to fish 24/7, so really this sort of fatigue is needed to stop absolute destruction of the game's economy (lots and lots of fishHonestly I thought the mini-game was enough of a hassle for RMT seeing as they can't just click/gather bot like in most games. I'm not really a fan of this kind of fatigue, or at least not with these numbers. I can understand some measures against RMT but honestly gathering fatigue is not a great one. Slowing the rate at which they can gain items will do very little to stop them either way and is punishing players. You can only do so much before you start hurting the legitimate players.
The mini-game is enough of a measure I think, anything past that (especially penalties) hurts the real players.).
If fishing followed the same route as mining and botany, having to change node after it has depleted after a set number of gathering attempts, then RMT/ botters would have more problems with trying to be lazy.
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 Originally Posted by Elkwood
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