Can I get someome to confirm this? 10k for 30 mins would be an amazing way to get gil.
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Allow selling mats for more than 1-2 gil. Even if it's still only 10-300 gil like in 1.0. Also FATEs, Dungeons, Quests, and Leves hardly support a player.
Before someone says HURR LEVEL A DOL/H. I have. I'm not even talking about my own gil generation. I mean for the economy. Right now hardly any gil is coming in, and more and more keeps sinking out because of repairs/ports/transportation/etc.
I would have to say that what I am gathering from this is:
1. Gear wears out way too fast. (in my opinion I don think think you should be repairing your equipment more than maybe once or twice a week)
2. Fates, leve's, ect all need to award more gold OR mobs in the dungeons..fates..ect need to drop gold on top of what is awarded at the end.
3. People should be able to trade/sell unique equipment they find in dungeons.
I just want to chime in with my 2 cents.. not that it means much but I don't care. Anyways, Every mmo I have played has some sort of daily quests that rewards money for doing them. You could essentially "survive" by just doing the dailies everyday. This game lacks that completely and if FFXIV wants to win over the crowd of people coming from all of these other games that do not require you to craft or gather crap and play the AH then it better fix this because people will either leave or resort to buying gil from these spammers.
((((Do you honestly think that all of these gil sellers are spamming in town because they just feel like it? Absolutely not!!! There is a market for it and it is blowing up with customers!!!!)))))
Problem is in a month max, the market board might be useless for selling stuff since people are already undercutting on items down to vendor price and undercutting on items that are not even selling yet by 1-5k gil.
I have even found stuff below vendor value, but still more expensive since the retainer is in the wrong town so you get fee's on top lol.
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How is SE planning on making people actually make money later into the game when people got everything?
And how are we going to afford houses / free company houses if there is no real way of making gil?
Feels like you are helping the gil sellers by not giving any real way of making gil.
There is no need for more gil generation. all that is going to do is make the numbers bigger for player to player transactions, and gil sinks trivial.
They will adjust it soon, even in 1.0 it didn't cost 6k to repair. They're just trying to bleed guys like me sitting on a fortune.
Mathematically impossible.
I'm waiting for dailies in 2.1 that will hopefully reward a proper amount of gil for a level50 character.
edit: Yoshi announced it a week or so ago, I don't remember the link sorry. They didn't say the rewards, just "it will be needed for end game".
Honestly, there's no reason for repairs to even be in this game. The ways to make gil are so low now compared to 1.0, that having repairs is just silly.
Dailies? :/ Why not weeklies? I mean, shoot, if they'd give us the first time bonus on doing dungeons every week, you can bet your rear end that I would be burning through those dungeons helping lowbies every week. I don't mind playing my rear end off for a day or two a week, but having to plow through dailies is just not cool at all for people who have things to do (or value their sanity). Even when I was in college I hated "dailies" in games because it got seriously old within a week. Yet, you had to do it for months on end.
Another option they could do is that they could give a gil bonus to areas that you have rep in. Seeing as we do not have reputation issues now, it could be that we can be given a gil reward by selling to our GC home city OR in lieu of the GC supply/provision badge reward we could get currency pieces or straight gil. Have there be a bonus for the HQ like there is currently. That would help in addition to allowing for player repairs and gathering DM again (this was in Beta3 iirc so I am not sure why it was changed in live). Or maybe give discounts for repairs at GC? I know these wont completely correct it but it will/can help.
Gil generation or Girls Generation :P
Why would anyone buy above the vendor price? Your logic baffles me. Of course people have to undercut vendors or else they will never sell. Basic economics...
But anyway, In response to the thread, there is already a way of gil generation in the economy. Higher level DoH leves are (within time bounds) infinite and produce boundless amount of gil. What I don't understand about people in this thread is what they thought the purpose of the DoH was? Merchants are primary money makers, not adventurers and this was by intentional design. You cannot be self sufficient by just leveling a DoW, which is what people want. Unfortunately, that's not how life (or the system in the game) is. Different paradigms were generated for the purpose of being played. Otherwise, the development team would have wasted hundreds of hours designing DoH and DoL if they are never necessary for a player to become if they want to be sufficient over time.
We don't need millions of millions of gil.
I would sooner there been a near perfect balance of Gil in and Gil out.
The amount of time farming mats for that "boundless gil" you are refering to ruins the enjoyment of the game for a lot of players. If you enjoy DoH than by all means go for it. But a lot of us dont.
As for undercutting he means he can make more SELLING to a vendor than on the boards, not buying.
Really all they need to do is allow dark matter to be gathered like it was before.
I can understand people saying that these people should just craft/gather in order to generate cash. That can work as a method for generating gil for the server (selling to NPC's) and as a way to make good money on the AH. However, I also understand the people who say they don't like crafting/gathering and they don't play an MMO to feel like they have a second job (outside of whatever they do in the real world to pay for their house..family..video game habits..ect).
Another point is this...whats the point of crafting to make money..if everyone else is required to craft also in order to play the game? If EVERYONE is running around as a lvl 50 crafter/gatherer than who the heck am I going to sell things to? Crafters should be able to craft and sell to a non-crafting community of people who choose to spend the majority of their time doing other things in the game.
Ya this person is right on the money. People seem to be missing the point that people who want to just adventure should be able to gain money through just doing that but currently a dungeon run makes you lose more then what you get from it and that's very bad. Not everyone wants to craft/gather and they have to accommodate for that or else they will just lose those players later on when they start to see there money is just vanishing and they are not making anything to pay for the repair bills.
Vendor price = the price you can sell the item to a vendor. The term "vendoring" has been around, and even if its not clear, I'm uncertain how you can possibly not figured this one out.
As for the rest of your post. Yeah, sure. Thats what I want, a RL simulator. Sorry folks, I can't join your dungeon group. I work 8 hours in the coal mines every day to afford my weekend warrior habit.
The ironic thing is they're kind of setting us up for RMT dependence. If the only real way for gil to be generated remains the main story, and the cross-account limits remain in place, the only people who will be able to really generate gil will be RMT. Normal players won't have the time, or be willing, to be doing the main story every other week so they can keep up w/ repair costs. And even if they did, they aren't even able to send that gil to their main character currently due to the cross-account limits. So the only people it's practical for are RMTs. They'd basically have the economy by the balls...
Many of you seem to be convinced that there's more gil being destroyed than created. My only question is how do you know for sure? SE would know the figures, and I'm sure they will make adjustments as time goes on(provided that an imbalance actually exists). They made all kinds adjustments to Legacy, I don't see why they wouldn't do the same for ARR. In the beginning its easier for SE to error on the side of deflation because its easier to add more gil than try to remove it. You all need to relax.
Right now it's difficult to generate a large amount of gil in a short time. Earning it via the market is one thing, but to grind fates and leves is a pain. Right now a single dungeon run costs me 1K gold even if I never actually die during it. And the dungeon I'm currently grinding(forget it's full name, I think it's CM, the level 50 one)only gives tomestones. No gil. So I'm loosing a huge amount of gil each run just to try and gear up... for the next dungeon.Just from the 6 runs I've done, I've spent over 6k gold. and I need to run it about... 40 more times if I'm crazy enough to complete the set. thats nearly 1k gil each time. so... 40 thousand gil, if it all goes off without a hitch. how many leves would I need to run just to compensate? about 80... just to break even. And the market is a very fickled thing. you can place something you think is a good price, and a dozen people will come in, under cut.So...yea, I need another reliable source of I'll be out of gil eventually.
Get rid of repairs.
Fixed.
Can't you buy dark matter from your grand company?
Funny how there's so many of these threads yet people still cannot differentiate between gil generating in the economy versus redistribution of wealth through trading
Once I hit lvl 10 and got my crafting gathering jobs I quit picking gear for quest rewards im level 20 now and I have around 13k saved in the lil pouches alone and I have skipped a lot of quests along the way30 min of just farming iron ore will net me about 800gil and that is a lvl 8 mining I think I cant wait to see how much lvl 50 mats sell forgil in this game is a joke but maybe it is worse at 50. I dont know I'm not in a rush though I'm just enjoying the grind
What I find most stupid is that everything sells for 1-4gil to NPCs. I just keep discarding the items I get from mobs from my inventory...
There are two things that I think will solve the issue.
First the dungeon imbalance. Make Allegan coins drop for everybody when a chest is looted, not just one person. Adjust the amount as needed but make looting every chest provide enough profit to fully repair plus a little more.
Second give us a level 50 levemete (currently we only have a level 45). Let us take leves up to level 54 and give them decent gil rewards. Enough that our 6 daily leves can pay for a great deal of open world repair costs.
Casino!
Chocobo race gambling
1 gold allagan piece with leve regeneration
Extra Gil for leve speed completion . Lower time = higher quality allagan piece
Why not making enemies in dungeons drop much more gil? Other than covering repair costs, it would also make dungeons worth doing for more than just speed runs, as the more enemies you kill the more gil you get.
What if they just removed the degrading function of armor? I know this isn't the only gil sink, but it's by far the biggest one.