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  1. #1
    Player Byrth's Avatar
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    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    This is actually a pretty serious issue. Gil mobility at the moment is low, so it's less apparent than it's going to be if SE ever gives us anything worth buying again.

    One option that isn't considered often:
    * Make currency (1 Byne bills, O.Bronze, T.Shells, Alexandrite) purchasable from the Goblin shop in Jeuno using typical guild mechanisms. Have it restock 20 per day (40 Alexandrite), sell them with a structure such that 10000gil is the maximum price for RotZ currency and 5000gil is the maximum price for Alexandrite.
    This would be a powerful price control mechanism. If currency prices exceed the shop's price, people would buy it out every time it restocked for -800,000gil from circulation per game day. Every real day (assuming 1 day of closed shop like other vendors), you'd sell 16-17million gil worth of currencies. As inflation decreases, people would wait for a lower price to clean the vendors out at.

    So a few rich people who would have gotten relics/mythics anyway end up getting relics/mythics a little faster? So what? 20 currency/day adds up to 1 of each city dynamis run per day that SE is handing us.
    (3)
    Last edited by Byrth; 05-01-2011 at 12:39 PM.

  2. #2
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Byrth View Post
    Make currency (1 Byne bills, O.Bronze, T.Shells, Alexandrite) purchasable from the Goblin shop in Jeuno using typical guild mechanisms. Have it restock 20 per day (40 Alexandrite), sell them with a structure such that 10000gil is the maximum price for RotZ currency and 5000gil is the maximum price for Alexandrite.
    This would be a powerful price control mechanism. If currency prices exceed the shop's price, people would buy it out every time it restocked for -800,000gil from circulation per game day. Every real day (assuming 1 day of closed shop like other vendors), you'd sell 16-17million gil worth of currencies. As inflation decreases, people would wait for a lower price to clean the vendors out at.

    So a few rich people who would have gotten relics/mythics anyway end up getting relics/mythics a little faster? So what? 20 currency/day adds up to 1 of each city dynamis run per day that SE is handing us.
    I'm just going to re-quote this.

    It doesn't make a difference where the inflation is coming from. In fact, I prefer a system that takes money from the top end of the playerbase (people going for relics/mythics/etc) while handing it to the lower end of the playerbase (people xping in Abyssea and getting Cruor/Dominion Points, which they flip over into gil).

    Casuals have the gil they need to buy food and gear, and more hardcore players have cheaper currency overall than they would without the price controls in place (+1 of each city dynamis run/day to supply.) Both parties win. ...And that's only if currency prices are higher than SE's set point. If they're lower, the price controls have no effect at all on the system.
    (2)