You do realize legitimate players are also going to be penalized because of that, right?
Now if only we could get the numbers behind the other fatigue, then we're straight.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.
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.
I probably mentioned this in another post but really, what's with the sudden prioritisation of creating penalties when player populations are dropping daily? A long time ago weren't all menu actions processed through the server or something to monitor RMT activity and then wasn't it subsequently removed because it created horrendous lag i.e. it hindered the legitimate players? Now we're looking at penalties to crafting which is pretty much the only thing worth doing on FFXIV at the moment. So again, counter RMT measures that will essentially kick players in the face for doing the one thing worth doing right now.
Again, I'm stunned.
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
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
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.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.
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.
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.
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