Traitor! I will END you!When DoL is your main class in an MMO you're playing the wrong game. You should give Farmville a try. DoL is a support class. It supports your crafting or it supports everything else via gil.
I think SE was wrong to make DoL and M their own classes to begin with, it's why the story missions are boring and lack challenging fights. I hope the new development team stops treating them all as equals. And that doesn't mean you can't give them content either!
Nah, Xenor my man. See, he gets it and he's all about THE PRECIOUSS.
You must not have friends, because i've recieved over 11 stacks of iron nugget making materials, and over 7 stacks of iron nuggets from friends. And i am pretty sure I have in turn given away more materials than you could even Imagine. I would have over 10mil gil if I had just sold it all, for the prices they run for.
Good for you...?
This matters how? Oh right... you and your friends are the only ones who play FFXIV. >.>
So you think you're a smith.You must not have friends, because i've recieved over 11 stacks of iron nugget making materials, and over 7 stacks of iron nuggets from friends. And i am pretty sure I have in turn given away more materials than you could even Imagine. I would have over 10mil gil if I had just sold it all, for the prices they run for.
http://files-cloud.enjin.com/46183/m...ull/103932.jpg
SO If there is anyone that would like to post meaningful reasons why the Anti-RMT countermeasure of gathering limitation should stay... feel free to do so.
They're anti-RMT countermeasures and the only reason I'm not getting requests for my account from them everywhere I go.
They're anti-crafter countermeasures so crafters can't get gatherers under their thumbs.
They're anti-deflation countermeasures so gatherers can make a living and retain market power without working like dogs.
They're pro-accounting measures so we can better predict the amount of goods entering into the economy, helping to balance output and keep everything stable.
All of these are good ideas.
If I had my druthers, they'd cap iron and silver at 1 per yield in any area under grade IV. Us miners would produce even less. Then we could get some crafters under our thumbs for once in this game's history.
Only a matter of time though. Darksteel. Gold. This is the future of smithing, and no pseudominin crafter can get close to them.
wow, took ages to get to a few posts when i made this thread, now a dev tracker on it, its at page 16 0o.
Anyway, I think it would be nice, now we have the facts on the system, to go back to some of the earlier comments made, so you dont lose sp as well as items. SP surely doesnt harm the RMT as much as real players.
END this!
Keep the field equations like they are. Don't give the gatherer the fatigue-blown item. DO give them full SP for that gather. All they have to do is differentiate between an item you damage because you didn't do it well, and an item you damage because you're in fatigue. Easy-peasy.
That's all SE has to do. That's a hit of an update. That will let players be weekend warriors in gathering just like they are in levelling their battle crafts and hand j...crafters.
They don't have to worry about production balance. It's balanced. We have stupid high production. We have stupid high consumption. Miraculously that's somewhat stable. Somehow. Now is not the time to be poking those wolverines.
Removing the gathering caps is a HORRIBLE idea. Square Enix, you can. Not. Listen to them. You there. Moderator, sir or ma'am! It is EXCRUCIATINGLY important that you cannot convey to the development team that we want removal of gathering caps. We don't want that cap removed.
If the dev team removes that cap, they will spend the next six months dealing with the economic fallout. This is not the time, even if this were the solution. Which it's not. So don't write that down as a suggestion from us.
We suggest no one mentions any of this ever again. Just remove the sp penalty for successfully striking a fatigued item. Throw that item in the trash. And slowly walk away and never speak of this until like...after christmas. Well after christmas.
I believe that the fatigue is definitely overall beneficial to the health of the game. I'm speaking as someone with a hand in all 3 DoL. If you can't see how allowing unlimited gathering would pretty much ruin the market for materials well then it's your own personal failure of imagination. As it stands DoH demand for materials is pretty limited at least on my server, pairing it with a nearly endless supply is just going to lead to nightmares. So while SE may be portraying the fatigue as some sort of Anti-RMT countermeasure, which I don't doubt it is, it has a secondary benefit of maintaining at least a baseline of economic well being.
What Reika is advocating isn't something that I can stand behind, but I wouldn't mind them removing the double penalty of Fatigue/Surplus on DoL. But another though that occured to me is why not replace the current system that just tracks successful gathers with one that is a bit more specific, and sort of places a seperate fatigue for each class of item or by region? Maybe I hit fatigue on Iron, but I can still go begin anew and mine Silver over in The Blackshroud? Maybe make the fatigue counter be 80 or 90 successes per class under this scenario.
Agreed.
Change it so that you can still get full SP when you hit the production cap, which is really all that MOST people in this thread cared about.
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