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  1. #71
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Well. Thanks for finaly explaning this to us. not so sound pissy but we have only been asking about this since beta. Punishing legit players like this is a bit of a kick in the teeth. Its like harsh Drm on pc games the only people who are actualy effected by it are the ones playing by the rules and its one of the myriad of things driving people away from the game.

    as for my feed back Either scrap the whole darn thing or at least add an extra 50-100 more successful gathers to the pool. Like some one else said fishing, mining, and botony are not hobbies there classes. Classes that are essentially limited to 250 actions when they first start out and then 10 more every hour after that. Hell i can pump more items and gill into the games economy by just going out and killing mobs.
    (2)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  2. #72
    Player
    Adol's Avatar
    Join Date
    Mar 2011
    Location
    The bedroom
    Posts
    451
    Character
    Matiallais Archdalaix
    World
    Cerberus
    Main Class
    Gladiator Lv 81
    Quote Originally Posted by Xenor View Post
    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.
    I see, thank you.
    (0)

  3. #73
    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.
    (2)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  4. #74
    Player
    Adol's Avatar
    Join Date
    Mar 2011
    Location
    The bedroom
    Posts
    451
    Character
    Matiallais Archdalaix
    World
    Cerberus
    Main Class
    Gladiator Lv 81
    Quote Originally Posted by Arcell View Post
    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.
    I agree on the most part however the fishing mini-game is really too easy for people to bot as it involves no moving around unlike mining or botany. A person could literally start up the program, and leave it to fish 24/7, so really this sort of fatigue is needed to stop absolute destruction of the game's economy (lots and lots of fish ).

    If fishing followed the same route as mining and botany, having to change node after it has depleted after a set number of gathering attempts, then RMT/ botters would have more problems with trying to be lazy.
    (0)

  5. #75
    Player
    Hubert's Avatar
    Join Date
    Mar 2011
    Posts
    85
    Character
    Humbert Halfwit
    World
    Excalibur
    Main Class
    Rogue Lv 50
    I understand that RMT had brought FFXI's economy to it's knees a few years ago but this kind of limit is not the answer. Rather it seems more like some kind of blanket medicine that merely attempts to suppress RMT activity but does nothing to truly get rid of it. My vote goes against the current system.
    (1)

  6. #76
    Player
    Kaedan's Avatar
    Join Date
    Mar 2011
    Posts
    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Elkwood View Post
    Heres an idea Stop worrying about RMT and worry about fixing the game

    It's not really something that needs to be fixed (and has been this way since release). The flood of items into the game if this wasn't in effect would be catastrophic.

    However, Xenor makes a good point that they should change it so the item decrease still occurs, but you are still able to gain SP.
    (0)

  7. #77
    Player
    Adol's Avatar
    Join Date
    Mar 2011
    Location
    The bedroom
    Posts
    451
    Character
    Matiallais Archdalaix
    World
    Cerberus
    Main Class
    Gladiator Lv 81
    This current system makes it seem as if it puts the player on the same playing field as RMT/ botters.

    It makes it so the RMT/ bot cannot get the upper hand in item procuring, meaning that both legitimate and illegitimate players now get the same amount. This is fair in terms of item aquisition.

    It isn't fair, however, that people should have to suffer sp/ xp reductions. As said by other people in this thread, DoW/H do not get this sort of fatigue, whereby the more you do something, the more you'll fail it, giving less sp/ xp.

    I can see that it sort of makes sense theoretically, that when you fail something, you'll receive less of a reward for it. I do think, though, that people should be given the full amount of SP/XP considering they take the time to go through the mini-game.

    If this isn't an acceptable proposition then in order to balance this perhaps the whole gathering system needs to be reworked...
    I wouldn't know what to suggest though...
    (0)

  8. #78
    Player

    Join Date
    Apr 2011
    Posts
    2
    A significant issue with this course of action is that RMTs are free to create as many characters as they like, overcoming the fatigue issue; regular users, attempting to rank up, do not have this option. This hurts us more than it hurts them.
    (1)

  9. #79
    Player
    Elkwood's Avatar
    Join Date
    Mar 2011
    Posts
    591
    Character
    Elkwood Davidson
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Kaedan View Post
    It's not really something that needs to be fixed (and has been this way since release). The flood of items into the game if this wasn't in effect would be catastrophic.

    However, Xenor makes a good point that they should change it so the item decrease still occurs, but you are still able to gain SP.
    The problem is the amount of SP gain is horrendous for mining and gathering it is also redundant and incredibly boring to grind once you hit 22/23+ but because of the lack of materials on the market as a crafter you are almost forced to do said activity.
    (1)

  10. #80
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Adol View Post
    I agree on the most part however the fishing mini-game is really too easy for people to bot as it involves no moving around unlike mining or botany. A person could literally start up the program, and leave it to fish 24/7, so really this sort of fatigue is needed to stop absolute destruction of the game's economy (lots and lots of fish ).

    If fishing followed the same route as mining and botany, having to change node after it has depleted after a set number of gathering attempts, then RMT/ botters would have more problems with trying to be lazy.
    But there's still a mini-game with response from the game you have to read and respond to otherwise you'll get nowhere. I found fishing to be the most unforgiving in this respect. If you don't know exactly what the text clues mean you'll usually get nothing, at least in my experience. I'll agree though that the nodes should run out.

    Also I agree with origamikitsune, the SP gains for gatherers needs to be increased to a comparable level with crafters and adventurers. Right now, the only way to get really decent SP gathering is to do leves. An adventurer can go out and kill all day long and will continue to make progress until they hit red fatigue (which I've never seen personally). Limiting a gatherer this much is way too harsh.
    (2)

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