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  1. #41
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Quote Originally Posted by Lissandra View Post
    I've been pondering about this, because this gathering fatigue bothers me as well...

    Here's a suggestion. What about the gathering fatigue coming up at a later time the higher you are? Seeing as the higher your crafts are, the more mats you'll need in the long run to rank up each level. For all of the DoL loving crafts, something like this would be of a great help! XD

    Example:

    *The time limit I'm stating is being able to gather without hitting the gathering fatigue until the specified times, but only if you were to gather continuously in one session.

    Ranks 1-20
    One hour to an hour and a half hours limit

    Ranks 21-30
    Hour and a half to two hours limit

    Ranks 31-40
    Two hours to two and a half hours limit

    Ranks 41-50
    Three hours limit

    Anything higher than 3 is quite a bit much, in my opinion.
    Higher miners have higher stats that allow higher yields, so this feature would be redundant. Increasing the time high level miners *can* spend in the field increases the time they *will* spend and starts an arms race of more grinding for ultimately the *same* effect as the market will correct.

    I like the idea of limiting the time miners can be out in the field. It keeps prices up and it squashes time squatters from establishing the job's standards.
    (2)

  2. #42
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Please remove this "Hidden Fatigue" please!
    (2)

  3. #43
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I really do not care about the items. I will happily not get items if it stops RMT. But it's pretty messed up that I have to have two Fatigue systems on my SP because no one at SE could come up with a half decent idea. Here's what i came up with in 3 seconds.

    When a person reaches Gathering cap allow them to keep getting real SP but replace items being damaged with Items being to poor quality to be used. Grant SP for success but make the item totally useless or automatically discarded.

    Not the most elegant solution but for the love of god don't double gimp my SP..
    (1)

  4. #44
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Yes, the double jeopardy SP nerf should be ended. Surplus is to stop you from progressing in miner ranks too quickly. Field fatigue should only limit production, not progress too. You can be a weekend warrior battler, but if you try to do all your week's mining on saturday and sunday...well...the system will eat you alive.

    You should get full SP for mining a fatigued item fail.

    Unfortunately field fatigue is tied in with the stats that determine your success--that is, damaging the item because you didn't have the stats or power is the same system as damaging the item because you are fatigued. Therefore, to change it would require redoing what "success" means.
    (0)

  5. #45
    Player
    Eruantien's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,426
    Character
    Eruantien Draugole
    World
    Louisoix
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Kiote View Post
    I really do not care about the items. I will happily not get items if it stops RMT. But it's pretty messed up that I have to have two Fatigue systems on my SP because no one at SE could come up with a half decent idea. Here's what i came up with in 3 seconds.

    When a person reaches Gathering cap allow them to keep getting real SP but replace items being damaged with Items being to poor quality to be used. Grant SP for success but make the item totally useless or automatically discarded.

    Not the most elegant solution but for the love of god don't double gimp my SP..
    this is exactly what I believe, I think you should get something like pebbles or something once you hit this fatigue, you gain items of no worth so doesn't damage economy (if this is indeed the reason why this hidden fatigue is there) but you still get sp/xp
    (1)

  6. #46
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    I think that this system is build to avoid a saturation of the market... But what I'd like to see is at least another way for skilling up DoL.
    (1)

  7. #47
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    Quote Originally Posted by Kiote View Post
    I really do not care about the items. I will happily not get items if it stops RMT. But it's pretty messed up that I have to have two Fatigue systems on my SP because no one at SE could come up with a half decent idea. Here's what i came up with in 3 seconds.

    When a person reaches Gathering cap allow them to keep getting real SP but replace items being damaged with Items being to poor quality to be used. Grant SP for success but make the item totally useless or automatically discarded.

    Not the most elegant solution but for the love of god don't double gimp my SP..
    No thanks.

    Disciples of War, Magic and Hand can still effectively do their jobs once they hit Surplus/Fatigue. Disciples of the Land should be offered the same courtesy, we are a full fledged Job/Class system in ourselves. We are not just a tacked on additional feature like crafting and gathering is in most mmo's.

    We deserve the same rights to play our class effectively as every other job in the game.

    Disciples of War/Magic are meant to Fight
    Disciples of Hand are meant to Craft
    Disciples of Land are meant to Gather/Supply

    Land are the only jobs stuck dealing with a twofold penalty system. RMT or not the system is unfair when the other Disciples do not have to deal with a similar penalty.

    Hand does not auto fail craft after a few hours, War & Magic do not auto die/fail battles after a few hours, Land should not auto fail gathering after a few hours.
    (3)

  8. #48
    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)

  9. #49
    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)

  10. #50
    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)

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