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.
Gathering Fatigue is just as bad as Skill Point Fatigue. Players should be able to play at the pace that they would like to play at. A personal war against RMT's is a very bad business model to have. Every MMO will have RMT's no matter what. Finding ways to decrease RMT's while reducing negative impact on customers play style, is difficult to do. However, player penalties, in an attempt to detour RMT's will only, and HAS only hurt player subscriptions. I promise, as long as there is a soft cap in place, i will never take up a gathering class in this game.