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  1. #1
    Community Rep Gildrein's Avatar
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    Feb 2011
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    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

  2. #2
    Player

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    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)

  3. #3
    Player Irondude's Avatar
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    Mar 2011
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    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)

  4. #4
    Player
    Rhomagus's Avatar
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    Mar 2011
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    Limsa Lominsa
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    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)

  5. #5
    Player Wolfie's Avatar
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    Mar 2011
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    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    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.
    Making something hard on RMT is the same as making something hard on regular players, because they're pretty much identical, except for the whole selling of virtual assets thing. You cannot penalize one without penalizing the other.

    Focus first on having a sustainable economy. There are some excellent points made in this thread:

    http://forum.square-enix.com/ffxiv/t...-are-Worthless

    The summary is that items should be leaving the economy at roughly the same rate that they enter it, gold should be doing the same, and trading of items between players should be easy.

    By leaving the economy, I mean getting sold to a vendor, thrown out of the inventory, or disassembled for materials that could not be obtained any other way.
    (0)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
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    761
    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.
    Please let SE know this. The best way to slow down the RMT is by not making gil hard pressed to obtain like it was in XI. a RMT can easily get 15 different people and gather a load while the legitimate players won't go that far. You're hurting us more than the RMT as of now. Just keep gil not that hard to get and a majority of people won't feel the need to waste RL money to prevent being uber gimped(with some gil sinks so we all don't have a trillion gil in a month). Please take off fatigue. If I want to excessively grind then let me. I don't need anyone telling me how long I can have fun. I could be having a blast leveling a class then BAM fatigue hits and already knowing the outcome the game gets really boring. It's like having your mom come to your room and saying you only have another hour before bedtime. It's an instant buzz kill for anything you was doing. I love to excessively grind if I have the time because I don't know how long before I get that luxury of freedom again.


    I hope you pass this off or inform SE something similar. Its hurting XIV legitimate base more than it is for RMT.
    (5)
    Last edited by Akumu; 04-08-2011 at 01:54 AM.
    Want to have more freedom on how you look!? Support this thread!:

    http://forum.square-enix.com/ffxiv/threads/39544-To-The-Devs-A-World-of-Individuals

  7. #7
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Gildrein View Post
    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.
    Instead of making it so people just fail every attempt the devs should cause a third situation to happen within which the items that are succesfully gathered are too poor quality to use. (ex. Pine Branch -3) Make these items result in normal SP gain but totally useless in any synth. Also, give them a default value of 1 gil so people have no reason to keep them or try to sell them. As far as I can tell, people don't really care about the loss of items. It is the feeling that we are being double penalized for attempting to Grind SP that is so controversial.
    (2)

  8. #8
    Player
    Synthesis's Avatar
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    Mar 2011
    Posts
    642
    Character
    Green Green
    World
    Ragnarok
    Main Class
    Archer Lv 20
    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.
    That is 150 chops for me, then I will have a hard time to find items. Why should I bother even go below 1k when I miss log spot. RMT will still try (automation), they dont care and this will not stop them.
    You give player 150 chops and then he will be fatigued with this "cant obtain item" limit ? This is not good for gathering at all. I often gig up 50 of silver ore + 60 items of lower quality, 50 logs and 50 items of lower quality. Thats over 150 limit. Well I endured fatigue, alright why not. But another limit ? I think games what are pay to play should not limit players so much. Why should I be limited with "you damaged item" when my stats are good enough to bring it up.

    Is this me alone ? Why ppl are like "cool ! we need this." Lol. Everyone who shouts this is not gathering.
    (1)
    Last edited by Synthesis; 04-08-2011 at 05:11 AM. Reason: 600* = 60 lol

  9. #9
    Player
    Ayerc's Avatar
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    Mar 2011
    Location
    Las Vegas
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    155
    Character
    Ayerc Atreides
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Gildrein View Post
    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.

    If you have ideas and feedback on this topic, please don't hesitate to let us know.
    I think the team needs to realize the effect their supposed RMT countermeasures have on the enjoyment of legitimate players. I do believe that the community is more negatively affected by the countermeasures than RMT are.

    For example, in this case, there's nothing stopping the RMT from having multiple characters on one account so when one hits this "fatigue" they simply log onto another and continue. At the same time, a legitimate player trying to earn gil or materials through proper means is penalized and their efforts are slowed.

    RMT are always going to be a part of games in this genre. Nothing will stop that, but their efforts are better hindered by active means, not passive. I.E. having a Special Task Force member logging onto servers and actively seeking players engaging in RMT strategies. Using this as a basis for futher investigation into the accounts in question would be much more effective while having a minimal impact on legitimate players. As many players can attest, it's not difficult to spot bots.

    Understand you'll never create a RMT-proof MMO, and an active approach is the most effective.
    (2)


    Dear S-E,
    Your s#!% has improved, but it's not quite there yet...you might want to see to that.
    Thanks.

  10. #10
    Player
    Kiara's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    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.
    Hi Gildrein,

    Thanks for clarifying this for all of us.

    I want to add my thoughts on this issue as well. I agree that there need to be some measures to stop RMT / Botters for Gathering Materials (and I'd say even for regular players, allowing someone to mine or chop or fish all day with no penalties could flood the market with resources too fast), but at the core of the problem is that:

    * Square *made* the Miner, Botanist and Fisher as a full-on CLASS.

    It's not just a simple activity to do here or there, but you're touting it as a full Class. So with that, Square needs a way to allow players who really want to be full-time, dedicated Miners, Botanists and Fishers to play longer than the current hidden "Gathering Fatigue" hits.

    Or find some secondary activity to do (related to their Discipline) while the Gathering Fatigue hits that gains them some SP (Skill Points).

    Or some people have suggested that Damaged attempts give more SP than the 50% SP right now to help counteract it (so people can still mine, chop and fish, and they may not get anything after Gathering Fatigue, but they can at least get more SP).

    As it stands right now, Disciples of the Land classes are definitely more handicapped than other classes, and take far longer to rank up over the same amount of time.
    (1)

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