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  1. #1
    Player Wolfie's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Wolfie Wu
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    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.
    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.

    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.
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    761
    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.
    Please let SE know this. The best way to slow down the RMT is by not making gil hard pressed to obtain like it was in XI. a RMT can easily get 15 different people and gather a load while the legitimate players won't go that far. You're hurting us more than the RMT as of now. Just keep gil not that hard to get and a majority of people won't feel the need to waste RL money to prevent being uber gimped(with some gil sinks so we all don't have a trillion gil in a month). Please take off fatigue. If I want to excessively grind then let me. I don't need anyone telling me how long I can have fun. I could be having a blast leveling a class then BAM fatigue hits and already knowing the outcome the game gets really boring. It's like having your mom come to your room and saying you only have another hour before bedtime. It's an instant buzz kill for anything you was doing. I love to excessively grind if I have the time because I don't know how long before I get that luxury of freedom again.


    I hope you pass this off or inform SE something similar. Its hurting XIV legitimate base more than it is for RMT.
    (5)
    Last edited by Akumu; 04-08-2011 at 01:54 AM.
    Want to have more freedom on how you look!? Support this thread!:

    http://forum.square-enix.com/ffxiv/threads/39544-To-The-Devs-A-World-of-Individuals

  3. #3
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Gildrein View Post
    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.
    Instead of making it so people just fail every attempt the devs should cause a third situation to happen within which the items that are succesfully gathered are too poor quality to use. (ex. Pine Branch -3) Make these items result in normal SP gain but totally useless in any synth. Also, give them a default value of 1 gil so people have no reason to keep them or try to sell them. As far as I can tell, people don't really care about the loss of items. It is the feeling that we are being double penalized for attempting to Grind SP that is so controversial.
    (2)

  4. #4
    Player
    Synthesis's Avatar
    Join Date
    Mar 2011
    Posts
    642
    Character
    Green Green
    World
    Ragnarok
    Main Class
    Archer Lv 20
    Quote Originally Posted by Gildrein View Post
    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.
    That is 150 chops for me, then I will have a hard time to find items. Why should I bother even go below 1k when I miss log spot. RMT will still try (automation), they dont care and this will not stop them.
    You give player 150 chops and then he will be fatigued with this "cant obtain item" limit ? This is not good for gathering at all. I often gig up 50 of silver ore + 60 items of lower quality, 50 logs and 50 items of lower quality. Thats over 150 limit. Well I endured fatigue, alright why not. But another limit ? I think games what are pay to play should not limit players so much. Why should I be limited with "you damaged item" when my stats are good enough to bring it up.

    Is this me alone ? Why ppl are like "cool ! we need this." Lol. Everyone who shouts this is not gathering.
    (1)
    Last edited by Synthesis; 04-08-2011 at 05:11 AM. Reason: 600* = 60 lol

  5. #5
    Player
    Ayerc's Avatar
    Join Date
    Mar 2011
    Location
    Las Vegas
    Posts
    155
    Character
    Ayerc Atreides
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Gildrein View Post
    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.

    If you have ideas and feedback on this topic, please don't hesitate to let us know.
    I think the team needs to realize the effect their supposed RMT countermeasures have on the enjoyment of legitimate players. I do believe that the community is more negatively affected by the countermeasures than RMT are.

    For example, in this case, there's nothing stopping the RMT from having multiple characters on one account so when one hits this "fatigue" they simply log onto another and continue. At the same time, a legitimate player trying to earn gil or materials through proper means is penalized and their efforts are slowed.

    RMT are always going to be a part of games in this genre. Nothing will stop that, but their efforts are better hindered by active means, not passive. I.E. having a Special Task Force member logging onto servers and actively seeking players engaging in RMT strategies. Using this as a basis for futher investigation into the accounts in question would be much more effective while having a minimal impact on legitimate players. As many players can attest, it's not difficult to spot bots.

    Understand you'll never create a RMT-proof MMO, and an active approach is the most effective.
    (2)


    Dear S-E,
    Your s#!% has improved, but it's not quite there yet...you might want to see to that.
    Thanks.

  6. #6
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    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.
    Hi Gildrein,

    Thanks for clarifying this for all of us.

    I want to add my thoughts on this issue as well. I agree that there need to be some measures to stop RMT / Botters for Gathering Materials (and I'd say even for regular players, allowing someone to mine or chop or fish all day with no penalties could flood the market with resources too fast), but at the core of the problem is that:

    * Square *made* the Miner, Botanist and Fisher as a full-on CLASS.

    It's not just a simple activity to do here or there, but you're touting it as a full Class. So with that, Square needs a way to allow players who really want to be full-time, dedicated Miners, Botanists and Fishers to play longer than the current hidden "Gathering Fatigue" hits.

    Or find some secondary activity to do (related to their Discipline) while the Gathering Fatigue hits that gains them some SP (Skill Points).

    Or some people have suggested that Damaged attempts give more SP than the 50% SP right now to help counteract it (so people can still mine, chop and fish, and they may not get anything after Gathering Fatigue, but they can at least get more SP).

    As it stands right now, Disciples of the Land classes are definitely more handicapped than other classes, and take far longer to rank up over the same amount of time.
    (1)

  7. #7
    Player
    Draco's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    122
    Character
    Morgan Hirostar
    World
    Coeurl
    Main Class
    Black Mage Lv 55
    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.
    Gathering Fatigue is just as bad as Skill Point Fatigue. Players should be able to play at the pace that they would like to play at. A personal war against RMT's is a very bad business model to have. Every MMO will have RMT's no matter what. Finding ways to decrease RMT's while reducing negative impact on customers play style, is difficult to do. However, player penalties, in an attempt to detour RMT's will only, and HAS only hurt player subscriptions. I promise, as long as there is a soft cap in place, i will never take up a gathering class in this game.
    (1)

  8. #8
    Player
    Xenor's Avatar
    Join Date
    Mar 2011
    Posts
    1,082
    Character
    Xenor Vernix
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Draco View Post
    I promise, as long as there is a soft cap in place, i will never take up a gathering class in this game.
    Then don't.

    We don't want greedy gatherers who want to flood the market with their crap and make every gathered item worthless. If there was no fatigue I'd take my botanist out at midday and go back to Ul'dah at 3am with about 500 walnut and yew logs. Half a dozen other people do the same and then you've got 30 stacks of logs competing to be sold for one day's production. Not a chance in hell more than 300 of those will sell so by the end of the first week you're going to have about 150 stacks of each log up for sale with a price that has gone from 10k per log to 1k per log.

    We don't want players like that. If you don't like gathering, tough, don't gather.

    It would be 10 times worse if SE removed the fatigue and then you still wouldn't gather. You'd be bitching about how all the items are worthless or how you've now got to do 10 hours of gathering instead of 2 because SE had to balance the rate items are given. Then everyone else would be bitching too.

    Sometimes it's not good to have your own way, sometimes it's better to shut up and play the game or do something you enjoy, in this case a class that isn't a gatherer. SE can't tailor their game to what YOU want because that isn't what I want, what someone else wants or what the majority want. They can't please everyone but they do know game design better than you do and they will tailor the game to what they think is best for everyone. Feedback from players helps, but again they aren't going to listen to everyone because they can't make a thousand different versions of FFXIV. They still have to make the final decision and decide which feedback is good and which makes no sense from a design perspective.

    Sometimes it also helps to read the damn thread rather than just one post, because this argument has been done to death now and I'm sick of repeating myself to people too lazy to read more than one or two posts.
    (0)
    FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com

  9. #9
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    It's not like this game is the primary target of RMT the way it is, so you'd do well to give us a bit more leeway with it.
    (16)

  10. #10
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Quote Originally Posted by Betelgeuzah View Post
    It's not like this game is the primary target of RMT the way it is, so you'd do well to give us a bit more leeway with it.
    Here's the reality. Ever since the involuntary shutdown and subsequent reup of the servers, there has been a marked increase in RMT activity on Besaid. A lot of bot-followers and hordes appearing all over the place.
    (0)

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