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.