It's fascinating to see how many players are actually this dense. You are not losing gil.
Printable View
It's fascinating to see how many players are actually this dense. You are not losing gil.
It is true that there is a degree of temporal volatility, but by taking samples only at a given time on, say, weekdays, you can reduce this to a statistically negligible amount. I should be able to get... 18 weekday samples from now until server-save. Not great, but enough to average out some of the error.
I would pay 30m. I have 30m.
In 2.0 if the price goes to 10m. I will have 3m.
I wont be able to buy it anymore.
In 2.0 if the prices goes to 3.1m. I will have 3m.
I wont be able to buy it anymore.
However.
I would be willing to pay 45m (50% more)
Thus it could go to 4.5m and I be happy to go buy it if I have enough.
It could of been 30m and go to 4.5m and I be happy to pay it.
Those who could buy it before, now cant because I and others balanced it out at 4.5m
Which is 50% more.
So what I am saying is, Due to ARR, the price of an item increased 50% more
where it would have not in the current economy as its not increasing in value now.
I cant get it more simpler than this, this is the exact reason, why > I < believe I am losing Gil, because the reduction of the item did not go to 1/10th and I have to pay more than what I had to originally.
You may not find this as losing gil, you may call it anything you want, describe it in anyway you want and try tell me I am wrong, but you won't succeed, because to me, this is the reason why I think myself, and other people, are losing Gil.
I do not buy from NPC's.
I do not Rent Chocobos.
I do not use the repair person.
I do not use the airship.
I do not purchase from Qiqirn Market.
All those gil sinks are irrelevant to me, and I bet a lot of others. Their costs could be x400 or 1/1000th it would have zero effect to me.
I the buying power of 10 Gil can get you 5 items but the power of 1 Gil can in 2.0 only get you 1 item. How is this not a loss?
The amount of stuff you can buy for the value of X in 2.0 could not be the same as the amount of stuff you can buy in 1.0 with X.
You might be able to buy 999 shards for X, but only 333 Shards in 1.0 for X because the price evened out at a higher rate. This is a known as a loss to some because the value of their gil has greatly reduced.
SHOULD. Key word, Should. It might not, because its player controlled. And from 1.0 economy crisis, I, predict (and think) people will not sell things at 1/10th thus you will NOT be able to buy 5 items with 100g because people are not selling cheap enough to allow you.
I have dominated a few items in the ward over the time, and I will try again. If you can go buy 100 Wind Shards with 1000 now, whos to say you can buy 100 Wind Shards in 2.0 with 100g? You may have to pay 300G for 100 shards.
You could argue that YOU would never pay insane prices. An item going from 1000 to 300 rather than 100, you could say "No! No one would buy it at 200% its value", but past economy already proves this is not the case. I have successfully rendered items at 200-300 sometimes 500%(on materials/shards) more than their original value before dominating. It goes to show that sometimes people will pay exceeding prices, if they feel its good value.
This is what the whole argument is about btw, the prediction of what people will buy/sell for.
If such transactions were predicated solely on redenomination, the people who sell items in 2.0 for 5/10ths of the items' 1.0 value are as ignorant as the people who buy those items at that price. It's not sustainable for either group. Prices won't permanently change unless an item in question is, for whatever reason, more valuable to players in 2.0. For items with comparable values, there will be a short-term boon as opportunistic sellers try to gouge people for a quick gil--not because of redenomination, but because there's no price history available for reference.