one thing to make the gil sinks to get less notice is maybe increase the gil you make selling items.
also when you get allagan everyone gets 1 or 2 instead of just 1 and also that we get better and better depending on level(not not already exist)
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one thing to make the gil sinks to get less notice is maybe increase the gil you make selling items.
also when you get allagan everyone gets 1 or 2 instead of just 1 and also that we get better and better depending on level(not not already exist)
Gil Generation is fine. The problem is personal wealth. Someone else is making the sacrifice to increase their own wealth through leves and other avenues and is willing to spend it on the market. If you are worried about repairs, that means you need to increase your personal wealth. Let other people do the generating for you and you sell/craft/spiritbond to make sure you get yours. On goblin, battledance III materia is between 80k to 150k and they sell daily. There is no problem with gil generation. And as long as people pay that kind of gil, there will always be a perceived gil problem, because prices are way too high, yet people are buying.
Can anyone link the source where Yoshi states that they are increasing the amount of gil generated into the game? Google has failed me :confused:
Thanks :)
The gil accumulation you're talking about is from the one-off quests.
And frankly, you just have no idea wtf you're even talking about. Lemme break this down for you:
Yoshi admits there's not enough gil being generated. He has specific, real #s to go off of. Those of us who know something about economics could see this was a fact even without his statement (although his statement backs up what we've been saying).
Your assertion to the contrary has nothing but speculation to back it up.
Ok, so, in the simplest terms possible:
Facts are more valid than speculation.
Yoshi mentioned nothing about the actual amount of gil generation. What he talked about was personal player reward for repeatable combat related activities. That's a completely different topic. There is zero evidence of lack of gil generation. Anyone suggesting such a thing is basing it off of really bad assumptions and nothing more.
*If* there is a real threat in the future of excessive gil deflation (there isn't now), SE could implement a bitcoin mining difficulty mining type system. There could be an algorithm that adjusts leve, dungeon and fate gil rewards based on the total amount of gil on the server and the average amount of players on the server within the past couple of months.
Just some off the top of my head:
1. Conversion option for tomestones to gil.
2. Conversion option for GC seals to gil
3. Scaling item sale value with spiritbond (even if not 100%)
It's a choice between tomestones or gil, GC seals or gil, and materia or gil. I think choice is more interesting that just getting it all.
Fact: Repeatable leves can generate 1500 gil for HQ turn-ins x 3 in Coerthas. 4500 per total turn in if you are geared correctly and can HQ. At 100 leves x 4500 gil you will have made 450,000 gil. Of course that's if you have banked all the leves. If not, 6 daily leves x 4500 gil = 27,000 gil. Or you can wait the 17 days for a full 100 leves.
Pure profit assuming you also gather. You can use the market to buy your mats at the cost of your own profit.
Fact: People do not want to spend the time or effort to level gathering or crafting.
Fact: That's their problem.
Speculation: Yoshi-P saying there is not enough money being generated.
Fact: You can 'farm' goods as a DoW or DoM to put up on the market, such as gathering and crafting materia, drops for crafting, tomes for potash, coke etc.
Fact: By asking for more gil generation, you are in turn asking for more inflation.
Fact: The gil sinks is what gives gil a base value. Removing sinks, or even reducing them, reduces the value of gil.
Is that enough fact for you? Or would you like more? In any economy, there is always someone who works harder and profits more. Since each player is their own 'business' only the ones who are willing to work harder profit.
TLDR: you're doing it all wrong.
I leveled my alchemy up from 41 to 50 by just buying things off the MB and turning them in with leves. I spent 46k, and walked away with 52k after I was done turning in the leves. So by leveling my alchemy, I brought back into the world 6k of gil.
People do not want to spend time crafting and farming, they just want to do their 25 dailies a day and get gil that way.
There is no problem, I repeat no problem bringing gil into the economy, people are complaing about undercutting... In Wow you had an add-on that actually undercut FOR YOU. You put something up for sale, and it did the work for you and undercut the previous person between 1 to 10%. This is supply and demand. Again, for me, I put a stack of Mega-potions on the MB for 200 gil for 99, for a couple of days they were selling like hotcakes, then suddenly they stopped, when I checked why, there were stacks of 99 being sold for 125 gil, I left my stacks alone and 3 days later they are selling like hotcakes again.
Yeah, they are there. But they don't mass spam and no one really buys them. The currency is easily generated to maintain any personal costs, and crafted equipment is rare, if ever, best in slot. You could run Karazan up to Attumen and sell all the drops to the NPC right next to him and be able to afford repairs for well over a week. Gil still has a HIGH value in the economy and gear hierarchy on this game with limited means of accumulating it thus making it more likely to get spammed with gil ads because it's more likely that players WILL buy it. I'm almost positive they had a customer base with all the ads for 1,000,000 gil for $3. Prices were wildly high at the start of the game because pricing was set as though every player had thousands or millions readily available on a new server for the launch of a new game. And yes, we ALL could repair our own gear if we leveled the crafts, but like I said I would pretty much need to level EVERY craft to repair my gear palette and then there's the costs of some of the dark matters to do that as well as the costs of leveling the crafts (both in gil and time.) Not everyone is running around with a million gil and several level 50 crafting classes. But this is personal gil gain and not gil generation as a whole on the server.