It's painful watching the price of gold crash on Wutai, though it was long over due. But it's looking like the days of making good money with mining are over until grade 6. That shit and other shit needs to be made rarer.
It's painful watching the price of gold crash on Wutai, though it was long over due. But it's looking like the days of making good money with mining are over until grade 6. That shit and other shit needs to be made rarer.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
I haven't checked in a while. Doesn't surprise me. I haven't mined with the new sweet spot enhancements, but it sounds even more broken. From what I understand I could get 7 gold ores per node now instead of 75% of the yield from the gold ore tic being non-gold. As opposed to coming home with 50 ores and 60 sands after a massive mining session, I could come home with 150 ores from 25 nodes or so.
System's not sustainable like that unless we're just giving up on the idea that a high-level craft is remotely rare or difficult.
Which is fine, but I don't think many players signed up for that radical of an idea that every craft should be as easy to progress in as a battlecraft, with minimal investment other than time.
I can deal with that radical concept but...why are we doing it? Only reason I can think is so that shells can be their entire economy and community within themselves, that coincides with making the teams smaller and the content less unwieldy.
But if that is the future of MMOs...why not just build games with 24 online players? This is a MMO. If massively is no longer a part of the structure, then it's just a MORPG. Just an extended multiplayer offline RPG.
I think once adjustments are made to crafting that make it more sensible there will be a wider "buy-in" by the player base. The recipes for cooks appears to require the most materials, but since "historically(FFXI)" cost was so low on food I believe there is a general sense of selling items not being worth it.
I myself remember leveling Miner up early, and no one would buy my Pyrite, Jade Stones, or Miter Shells. I begin NPC'ing this stuff in hordes. I decided to attempt to build a customer base for myself. So when I did mine I had 7-10 people who wanted to buy items from me ahead of time. So that took away from NPC sales, gave me a bigger profit margin, and I was able to meet some new people as well.
My 2 cents,
A DoL successfully gathering an item is IMO the equivalent of a DoW/M successfully slaying an enemy/mob. Which means that when we FAIL to pull that item in because of this hidden fatigue system, it would equate to a DOW/M suddenly being killed by 70%+ of anything they try and attack.
Even on the lowest grade a fully capped DoL can fail 80-90% of their harvest attempts do to this hidden system. Could you imagine if a DOW/M suddenly just started being insta-killed by 80-90% of the mobs in this game due to a system as terrible as this? Not only that but being insta-killed at 50 by a WARF RAT?
Not only that but this actually does more than affect are chances at gathering. It affects our leveling as well. I can go gather on fisher and hit fatigue. Now I swap to botany to rank up some. Oh guess what, now I have insta-fails on my botanist because I played my fisher for a few hours earlier. Completely ridiculous that one class can affect me ranking another class. Hidden fatigue should not be in game at all. But having is PERSIST across ALL dols is absolutely ridiculous. No other archtype in-game deals with this stuff, except for DOL.
I realize its SE's attempt to stop RMT but it does not stop them, it hardly hinders them. It hurts more legit players than it hurts RMT. It is RMT's job to make money off in-game resources. So what RMT will go gather until they hit bad hidden gather fatigue. Then sell those resources off for gil, sell the shards they acquired while DOLing for gil and in the case of fishing use alchemy to turn those fish into shards, to sell for gil. RMT is not being stopped by this. This is worse than trying to plug a leaky damn with tampons!
It's bad enough for DOLs that this system exists. It is completely inexcusable that hitting this on one job affects every other DOL jobs as well. If this idiotic system stays in place its only fair to implement a similar epic fail system for DOH and DOW/M. Share the pain SE or get your stuff together.
Instead of lame system meant to combat RMT that do little to nothing to them and instead hurt us real players, why not look into ways in which to make us WANT to earn stuff ourselves? No one has managed to stop the RMT army and you guys are arrogant if you think your system is going to be any different. They are like cockroaches , kill one and a dozen more appear. Realize that they are here to stay, give us improved tools for reporting RMT things that are fast and easy to report to you. This will make it so more players actually report them.
And again, STOP HURTING the real players with things that do not work.
Uh.. As someone who has routinely fatigued all 3 DoLs in one day I can assure you that your activities on one have no bearing whatsoever on your ability to get the others fatigued. I mean I can see that you've well ranked in FSH but I don't see BTN up there so maybe you should try it before you jump to conclusions about the limitations of the fatigue system.
Also I know that this is just a matter of opinion but I don't see the need to equivocate the activities of DoL with those of DoW/M. I'm entirely okay with limitations on DoL as they exist, despite being r37 MIN/BTN r39 FSH. If you're really advocating for the restructuring individual DoL as some sort of standalone class, well I wish you luck because while I think it would be a great thing certainly, its going to be an up-hill battle for sure.
I know I won't be touching mining for the long haul. I found it boring at best, more boring than WoW's method of gathering.
Coming up with crazy systems like fatigue in general is just poor poor design, I don't care what the intentions of the system was or why it was thought to be a good idea to hamper legit players.
Wanna stop rmt? hire 5-10 gm's to patrol each server, there is no other reason why you should go out of your way creating ridiculous systems just to hinder rmt when you could just have GM's ban them left and right.
I would gladly do it, if given the chance.
Last edited by Burn; 04-22-2011 at 04:43 PM.
"Hey everyone, look, I don't know anything about game design!"
Hint: RMT is not the only nor the most important reason for this system.
The thing is Betel.... Anti-RMT is the only reason they stated for this system.... So it is their only reason for having it. You may have found your own reason for it being their, but it isnt the developers reason.
Putting words in someone elses mouth is obviously easier, also the listing of 150 sucessful gathers before failing is wrong.
To be more specific, the community rep stated this was the reason. He/she was reporting from one of the devs, who most likely spoke to them in Japanese. So not only is there a translation and associated "chinese whispers" barrier to cross, but we have no idea if the actual dev was even trying to be complete in a justification. Rather, it seemed the comment was more intent on explaining how it works rather than why it needs to work.
So RMT is certainly a reason why gatherer's fatigue exists, but there has been NO indication if this is or is not the only reason. My bet is on the multi-purpose weaponry.
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