It is nice to know how this works. It is nice to know that SE is serious about RMT. However for someone like me who place mostly DoH/DoL, it is very is heartening. I have spent hours trying to get all of my crafting and gathering jobs to the low 20s. It took me one leve party to do the same with a combat job. To top it off, I ended up with 500k gil from doing so.

Gathering fatigue as means of RMT control is not viable. I will grant that gathering fatigue is important in terms of preventing a glut in the market. However, it makes the game nearly un-playable. You can add all the features you want, but if I am not leveling up at a decent rate, I am not going to play the game.

To put it in perspective, how would DoW/DoM players feel if after 250 kills they stopped getting SP? Oh wait... we've already given them more SP... And lowered the SP requirements for lower/mid level... and removed the per-hit SP gain in favor of per-kill... the list goes on.

The point is, SP needs to be adjusted. I don't feel it is appropriate to raise the SP gain on a fail in general; that could make it to easy to gain SP by intentionally targeting and failing higher level nodes. But certainly higher SP on a fail at a node appropriate to your rank. And/or more SP on a successful harvest so that those 250 or however many actions are worth something.