This is a great idea.
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You're complaining because, while playing at absolute breakneck pace and deliberately ignoring gathering and crafting and farming, it's difficult to make money?Quote:
So I am nearly broke now. I ran Amdapor Keep over 100x by now. The repair costs for just this week have been over 60.000.
I do not want to Craft. I do not want to gather some silly materials or go fishing - thats not my thing. It is boring imo. I do not want to level another job to 50 just for the sake to gather Gil,
Eesh, just dedicate 2% of the time you've spent in a single dungeon to making gil and you'll be fine. >_>
It will be hillarious to say the least when people start crying about not being able to teleport because it costs too much.
I await this day...
Personal ideas for introducing Gil and limiting deflation.
1. Level 45+ fates have a chance to give 0-2 Allagan Gold pieces to players involved.
2. Every chest in a dungeon will give 1-3 Allagan pieces to all players, respective of the dungeons level range.
3. Double the Gil given by 45+ Leves.
4. Reduce the durability loss for combat actions on gear. No reason that dying should be easier on gear then being in combat.
Most the problems facing the game right now are due to SE's paranoia over RMT and a distinct lack of end game testing. They were quiet on the server issues while working on a solution for that, hopefully they are doing something about this as well.
You know I think this is something of a first. Most MMOs always seem to experience some kind of massive inflation issues with the economy. I've never seen one suffering the opposite before. I highly doubt that the devs aren't aware of this. To some extent I would argue it is deliberate as it allows them to tweak things up rather than down, and allows them to control inflation much better.
In my opinion the easiest fix would be to have the 'first time' bonuses on instances reset every so often. Most low level dungeons and basically ALL of the guildhests are never run more than once for those first time bonuses. If they simply had all of those reset say... once a week? You would not only have a viable (but controllable) means of making money, but you would also encourage players to revisit old content which would reduce those insane queue times in the duty finder.
That is a valid point about incentive for lower level stuff, but that forces people who enjoy end game and bettering their main class to have to go back to lower level content. The guildhest bonus is a good idea though, as they dont take long, but Id like to see solutions that involve end game.
Making your gil work for you
We can certainly understand that teleportation costs make it difficult to manage your gil and that the cost of living can be high in general. The other day the team decreased the repair cost and price for dark matter (as covered in Camate's post) but we'll continue to look into adjusting income expenses in an effort to continually balance the economy.
We don't have any particular details right now, but we're looking through your feedback while investigating this matter and appreciate your continued feedback as you explore and live in Eorzea.
I think at the least, they should reset the first time bonuses for all guildheists and dungeons for each class. This helps speed up (slightly) leveling other classes; but more importantly, the guildheists teach how to play your class. Just because someone levels up a black mage, doesn't mean they automatically know how to tank. So by giving incentives for these teaching mechanisms, more gil is generated, but also people learn how to play their class in a group setting at lower levels.
there should be a flat gil reward for completeling dungeons and it should cover the expense of repairs at least. 1 coin chest in a dungeon that drops only bronze coins is a real dick move and whoever thought that was a good addition is a moron to be honest. also having monetary awards randomly given to 1 single PT member is another dick move and a moronic one.
People complain about gil, but just look at the market board, more than half of the items I have to sell are selling for 1 gil! Seriously people, you cant complain about not having any money, then when you have a chance to make some, you only sell stuff for a buck, and after taxes you loose money?
well the rmt found a way. i see their prices dropping everyday, either that or they are scammers trying to steal accounts
A good solution would be to reduce the durability wear on gear for normal mob killing/trash killing, etc. I also think decreasing the durability wear and tear on soulbound gear (as it increases to 100%) is important to. It already seems to me that durability wear and tear of gear is too high and I'm not talking about the 2% hit you get when you die. I'm talking about the normal casting and using ability wear and tear that your equipment takes. The wear and tear a character takes in CM versus AK is HUGE.
right now I am lvl 25 on my crafting jobs I make about 30k a day from my leve's so I don't see to much of a prob with money generation I mean yall say over a course of 100 x run = 60 repair bill well I can cover that in 2 days with leve's plus all my HQ gear makes it a lot easier tanking newer dungeon when I get ther ehealer have it easier than just a dugeon or fate grinder
Buy it. Seems legit.
I've had no problems with the 1gil items. helps when starting a new class. What irks me is when i was shopping for lv5 gear for my LNC and I saw lv5 gear priced in the high hundreds/low thousands
Maybe we can expect to accumulate Gil from the daily quests that YP talked about at PAX.
ReferenceQuote:
...After that, we asked how daily quests will differ from guild leves. Basically the dailies will be used to expand on the story behind the beast tribes in the world. The quests will explain motivation, lifestyle, and various other factors related to what certain groups are doing in Eorzea. And of course there will be item rewards that aren't available elsewhere.
http://massively.joystiq.com/2013/09...expanding-fun/
p.s. I would just like to point out the obvious. This game is still very much in its infancy (we have not even subbed yet). Of course there are going to be balancing issues that need to be worked out over time.
gyshal greens should be harvested by botany
reduce wear of crafted items encouraging people to craft r buy crafted items as well.
Please stop making this game even easier! I've been playing for all of a week and I've already gathered well over 200,000 gil, as a new player! Make people do more then just kill things to make their money, make crafting more valuable. Selling half of the stuff we can make/gather at random NPCs for pennies makes it so almost nothing is worth selling or earning yourself. Just go buy it in bulk for chump change. Please keep some challenge in the game, this is suppose to be an mmo right? Long-term commitment, not finish the game in a month? I'm all for new ways to make money, but let's look at the numerous crafting jobs rather then just some random kill quests.
I keep seeing people complaining about things like the price of chocobo greens - really? They cost pennies, and last 30 minutes each. You can make enough money to buy a full stack of them (which should last you a week!) in like an hour. :/
I would rather not have to do dailies for cash just like other MMO's. I DESPISE dailies. there are lots of other ways to introduce ways of making money without dailies.
Since 'speed runs' are to be discouraged and actively prevented it would be nice if the trash we must go through actually dropped a significant amount of loot so people don't resent them so much. Sometimes they drop gil/craft materials/vendor trash but its few and far between.
I like making money as I do the content I like doing in a broad sense (pve, dungeons runs) and do not like having to take up special action or side-jobs just to get by. Obviously I shouldn't get rich quick just running AK non-stop but I shouldn't be losing money, breaking even or just BARELY making a profit either. Doing crafting/gathering should always make more many than just running content, but running content successfully shouldn't be leaving me breaking even either.
People can craft and harvest without adventuring, so why should people have to craft or gather to pay for adventuring?
A huge problem that I personally have found with item/gil generation is exactly that, there is no method by which the game will generate gil or items for you. This includes the complete lack of a world loot system and the inability to buy, sell or trade some of the more powerful items. Also, yes there are gil drops, but... 1 gil? It's confusing as to why that's even in the game, given its impact. The only method that the game has to actually generate gil or items is questing, and that is finite. I understand that eschewing from these features was probably an attempt to suppress gil farming and RMTers, but the evidence speaks for itself.
I don't understand the reason for ommitting seemingly core features that have been included in nearly every MMO to exist to date.
PS: I'm sure as you can probably tell, I wasn't present for 1.0. If the system was the same, would some of the more experience players care to shed some light on the reasoning behind this? Cheers guys.
The case I've made is perfectly valid. If you don't accept it, that's your problem.
My main worry is that SE is going to kneejerk and swing the pendulum in the other direction, completely wrecking the current economy in the process. They don't even need to introduce anything new - simply increasing the gil received from guildhest and levequests a tad would be more than sufficient.
Daily quests. Well leves in FF case. Since it's only 6 leves a day, they should reward at least 10x the current amount.
Farming and or crafting really isn't what I play for so to the people who do I have no problem with but to make it mandatory to make any gil is really wrong is every sense of the word.
I like the daily quests that gives gil but what I don't understand is why don't trash mobs drop more gil what is the point of 1 gil was this some kind of joke and getting gil for finishing a dungeon should get you gil this would also help stop people from dropping group as quickly as they are cause right now all you have to do is waste 15 mins in a dungeon and you can quit and reque or w/e time it is.
as a side note as being a WHM having to pay 70k for one materia is outrageous the way you get materia is some of the most grindy things in this game and I really wonder if its balance I'm talking about and just the concept but wish you guys luck on fixing this mess.
currently now the best way to get gil without selling items to others is Leve 45 to 49 Gathering quests
The +25% bonus boost to gathering leve reward from the level 45 to 49 leves easily provides 800 gil to 1000 gil per leve.
Level 50 dungeon coffers should drop silver tokens with a low(ISH) chance for gold. They currently drop bronze for some dumb reason, even though lower level dungeons often drop silver.
- Mobs that actually drop a decent amount of gil.
- Vendors that actually pay a decent price for stuff sold to them.
- Payout for running dungeons or just doing option one and fixing trash mob loot.
- Increasing gil amounts rewarded from fates and levequests. Base the reward amount off the level of quest or fate.
i've been 50 for a week and i do spam dungeons
my gil is increasing (not much though) instead of decreasing like most of you experienced
i play my other low level class (GLD) while i'm waiting for the DF to supply gil from levequests and guildhests
however, i'm aware that my leve allowances is drying, so i don't know if i can still sustain it after i only have 6 leves per day
they already decrease repair cost for 60% though, which is a great blessing
i do approve more gil reward from levequests and guildhests
Actually I have some ideas....
The lvl 50 dungeons should provide 1 bag of Allagan Platinum Piece.
By average people pay between 400 to 1000 gil in thier repair bill so every lvl 50 dungeon will provide at least 9,600 gil to 9000 gil per run.
here is the List of Allagan Piece in this game currently
Platinum piece = 10,000 gil
Gold Piece = 2,500 gil
Silver Piece = 500 gil
Bronze Piece = 100 gil
Tin piece = 25 gil
Lower level dungeons will provide the lower tier Pieces
Ideal set up... (SE could change this)
Sastasha, Tam-Tam Deepcraft, Copper Mine = 3 Bronze Piece
Halatali, Thousand Maw, Haukke Manor, Brayflox' Longstop, Sunken Temple = 2 Silver Piece
Aurum Vale, Dzemael Darkhold, Stone Vigil = 1 gold piece
Wanderer's Palace, Amdapor Keep, Castrum Meridianum, Praetorium = 1 Platinum Piece.