Not sure if it's been said in all 16 pages but...
Until people undercut the crap out of stuff >.> A few days ago, I could easily make 15k off selling lvl 15-20 gear I made, now instead of the stuff selling for 1k+, it sells for around ~100 gil.
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Yeah, undercutting is already ruining the market. I see countless items that vendor for 1g being sold at market for 1g. I mean, wtf? Seriously. Way to destroy any chance at making a profit.
isn't dark matter easy to come by? you can get them off your grand companies with gc points, and gc points are pretty easily earned from fates
also AH actually cuts 10% off instead of 5%, the fee you receive is cut by 5% and the person paying actually pays 5% on top of listed price
Even though I have a large nestegg from 1.0, I've already started using race/trash gear when I'm not playing with a group, and only repairing my weapon as needed. I won't teleport anymore. I'm back to the 1.0 days of just hoofing it everywhere, this time not to save up on my teleport allotment (primarily to later teleport my linkshell about) but to cut down on my outgoing gil.
I'm sitting on my gil, because I'd like it to be there when money sinks I'm looking forward to (housing, etc) come along. It feels really, really weird to basically be playing the game like some traveling hobo hoping to one day own an apartment, because I see how quickly the gil can vanish if you're not incredibly conservative.
I agree that as it stands now, this is a long term issue. Lowering NPC repair costs would help. It would help even more if there were more incentives (make it cheaper than the NPC, or add a temporary stat bonus to damage or defense for player repairs) for players repairing each others gear at 50. At least then gil would be changing hands between players, and not vanishing into the ether.
And seriously. These posting limits...
What do you even need gil for? Repairs? Food that almost no one uses?
Dungeon gear is easy to obtain and outclasses almost anything crafted, not to mention how stupidly fast you'll level out of your gear. End game? Again, dungeon gear, and then darklight is incredibly fast and easy to obtain. Even AF beats out most crafted stuff. Maybe if materia melding wasn't made all but obsolete by the new caps, crafted gear would have more of a place. As is, the only classes that need crafted gear are the same ones who can probably make it themselves.
I'm not sure what I've been doing, but I have made a nice quantity of gil. I am speaking of gil earned after completing all quests other than relic, garuda (hard), titan (hard), and about half the class quests as I'm currently working on them while I am in DF or between ruru runs with my LS/FC. I have not sold anything on the AH yet, although I did put a couple items up just before maint ; ;.
I totally understand that the op sees a net loss in terms of gil costs for sustaining/advancing a character vs gil generation... so I guess I'll look into what the hell I've been doing to sustain myself. If I do show a profit, hopefully the effort and time put into that profit is worth it to the other players. I do have to say however, I am in a very close LS... so while I CAN do many things alone, my LS does help each other with materials and the like... so in regards to the cost of repairing your own items costing more than a NPC... no way. (Note: In 1.0 I made a ton of gil repairing gear as I ran past to and from my LS spot / after returning from gathering / after doing ruru / etc... to the wards to make more money... so many people standing around Uldah with their repair icon up. 1 durability or 100, you always got paid the maximum amount for the level of the item repaired. xD Also I don't think it actually took money from the player, else some of them would be broke... *evil laugh*) Ok totally went off on a tangent... xD
What lvl armorsmitg do you need to be to repair lvl 50 gear?
It's also only one quest.
Just by doing the start city quests, before you even leave town you can be level 4ish and have a couple hundred gil in your pocket. Everyone in game can easily do those quests...multiply that out by how many people can live on your server and it adds up...and these are low-reward quests, you do gain more gil as a reward as you level. Also, you logic is flawed...SE will keep adding content and storyline (and therefore, gil) to this game. They can adjust it as time goes on if they need to. But right now, the big priority IS to spread around Legacy wealth...and drain a fair bit of it.
Oh, and you can't fix stupid....if someone wants to spend 500 gil to teleport, instead of 50 on a chocobo porter... that is their loss. Never spend more to travel than you will gain going to that area.
And no...you should never teleport City-city...that's what airships are for (200 gil) and 'favorite' teleports. A smart 'favored' teleport/HP will save you tons of gil.
Also, the in-game economy is far more complex than just simple gil in-out ratios.
Gil is not the only currency. We also have Company Seals and Tombstones. You also get 'free' gear, (dungeon drops/quest rewards/AF etc) which while it doesn't generate gil...it keeps you from spending it.
Gil is really only for: Travel, NPC purchases and player-to player sales (both trade-style and MB's). Company Seals=promotions and decent gears. Tombstones=high-end items, weaponry and gears (which supplement player spending on crafted gears etc.)
So are you right that the 'gil seems tight'? Yup.
Is it economy breaking? No. They are just purposefully deflating the Legacy servers, and keeping the New servers prices low.
PS: I'm not able to look at my gathering logs atm...but some sites show Darkmatter as a DOL-gatherable resource. Which means, if you have a friend and/or the craft leveled, you can literally fix your gear for free. Just stock up on Darkmatter (assuming you or a friend can gather it of course). So, basically, I apologize if I am wrong on being able to actually gather DM, but still, repair fees: gear breaking ratios aren't that bad...and SE will tweak them, if they think we're over-spending on them.
There should be a new job called Trader.
You buy things from AH and re-post them at much higher price for a marginal profit. Each time you make a sell, you gain experience. And, the job provide you with percentage bonus gil and AH fee waiver as you level up!!
Heck, traders are already in every MMO games that have an auction house running. I'm sure there are people already running this virtual job! Despicable? Smart? Your choice.
This is going to be a serious problem long-term if nothing is done.
Already, I'm planning to go into gathering after I finish getting my cross-class skills so that I can make a profit instead of taking constant losses for everything that I do. But what happens when the new player gil runs out? Dungeon runs are going to be severely limited if people don't have ways to make gil back from the server (NOT from other players on the market boards, I am also amazed by the number of people who think living off of the gil of other players is a permanent solution).
It's hard to have fun on your main level-capped class when you realize that you will spend more gil than you will make unless you receive gil from the finite reserves of other players.
It's pretty funny seeing legacy server players who have made tons of gil from v1.0 coming here and telling the new server players the economy is fine and its easy to get things.
You can make gil for farming and selling items to NPC, leves, fates, and quests. If you use grand company seals to buy dark matter you dont spend gil for repairs. If you walk you dont spend gil on travel. People thinks the repair bill high at 5k for everything in 1.0 it was around 100k to get items repaired from npc. Also you dont really need to repair your gear till it gets to around 10%
My inner grammar nazi is twitching at the rampant misuse of "sale" and "sell".
You sell an item. You don't sale it.
You put an item up for sale on the AH. You don't put it up for sell.
What's even worse is that people are actually selling items on the AH for less than the vendor price.
Okay, here's the deal....
For everyone looking at gil as being an important factor... you're both right, but very wrong also. Money or gil in this case, itself, is not what we want or will draw our enjoyment from. It is the actual things that we can or plan to buy with that gil.
Those who grind leves, quests, fates, or whatever for gil are a net drain on the economy as a whole. They provide nothing of value to the rest of us, yet they still consume or expend resources the rest of us produce. So anyone who would try to argue that there need be more methods of introducing gil into the economy simply doesn't have the understanding necessary to comment on this topic.
Relative Purchasing Power is what is important. When you create something, whether you gather resources or craft something out of those resources, you expend time and effort to do so. The price you charge is largely reflective of that time and effort. The only reason you do this is to recieve in exchange gil, not for the gil itself which does not have any innate benefits, but for what you can purchase with that gil.
The Market is the ONLY legitimate way of recieving gil. It is the right granted to purchase the time and effort of others ONLY because you did it for someone else. Not because you did some quest that granted no benefit other than giving you some coins.
As far as the total quantity of gil in the economy. All gil sinks are voluntary. Gil being introduced into the economy is strictly tied to the growth in population. Whether intentional or not, Square Enix has just created probably one of the soundest economies in gaming history.
Anyone spewing the hyperbole of a broken economy simply cannot possibly fathom actual economics.
It's hilariously obvious who knows basic economic principles and who doesn't when reading this thread.
For you perhaps, but I certainly would not dictate to others what and how they should enjoy this game.
Yea OK, not even remotely close. Go play Eve if you want to see how far a MMO economy can go, this is child's play in comparison.Quote:
Whether intentional or not, Square Enix has just created probably one of the soundest economies in gaming history…
Even though I'm not maxed level yet, I make about 10k gil/day. That is through trial and error and working out the supply and demand. What is the most common classes and what items arnt on the market and is needed, and then i start crafting 3 of a specific item and see how fast it sells. All in all, its about finding what is demanded and selling it for a profit.
The game has been live for 10 days? There are always going to be some new players adding new Gil to the economy. Also, what about craft mats only obtainable via battle?
The sense that I get from the economy is that battle classes are Gil sinks; however, crafting classes have a number of ways to bring Gil into the economy. This would make crafters reliant on BC for mats, providing Gil for repairs which allows the crafters to convert mats into Gil.
It's simply too early to see if the balance is off. In a month, if everyone is still going broke then it will be time to adjust things.
I'd just like to say that it is far too early to judge whether or not the economy needs anything doing to it as the lockdowns on new character generation mean a vast number of people are not on the server they wish to be and more have not been able to actually log in and play.
Once the logon issues go away we shall have time to really see the economy in action and I am sure the powers that be will also be doing this.
Gil sinks are voluntary? Really?
Okay, so have fun spending 15-20 minutes walking everywhere if your free company wants to do anything. Oh, and forget Limnsa. The only on or off that island is either through teleportation (which takes money) or ship (air or sea, doesn't matter, it also takes 200 gil).
And I suppose you could avoid repairing your gear, but then your performance would drop like a rock.
And you could avoid using the market, what with the 5%-10% fee when an item sells. I suppose you could go to the old fashioned route of selling by yelling...
The simple fact of the matter is that when a person hits level 50, the gil sinks are quite evident, and the gil fountain dries up. This will be a problem in the long term as the sinks will outpace fountains, and which will shut down the game as a whole (because people can't afford ships, teleports, chocobos, and even basic repairs.
I don't really have a horse in this race being a legacy player, but I'll agree with what a few people have said about guildleves. This was my main source of income in 1.0, and while it's not as big as it was then, you can still net a substantial amount of gil from them.
My miner gets about 400 gil per leve running level 25 ones. I imagine 50's are much more lucrative, and these can be repeated somewhat infinitely. Surely this is enough to just maintain, since gil isn't needed for much.
Also in my opinion it's actually a good thing that you can't just run group zones, or raids, and walk out with tons of gil. It never sat right with me that doing a single activity in most mmo's could net you the best rewards in all areas of a game (best exp, best gear, best money). If you want/need gil, take some time out of your chaining dungeons for loot, and make some so you have enough to teleport and repair, not difficult.
Guys, this thread is about inflation/deflation. It has nothing to do with whether capitalism functions normally (i.e., if you can craft things and personally make more gil).
If deflation occurs due to the economic structure, then players who hoard gil will gradually have more wealth because their gil will become more valuable over time. This disincentivizes spending gil, which slows down the number of economic transactions, which lowers competition. It also makes fixed-price things like Teleports more expensive (in terms of VALUE -- not in absolute terms).
I think they are trying to stay away from the mistakes of 1.0 and prevent people from hoarding millions of gil quickly. This made it extremely difficult for new players a year after release. The more money you dump in the economy the higher the prices will get.
You used a lot of big words but the purpose of this thread seemed to go right over your head. Nobody is saying that it is difficult to make money through the exchange of goods on the auction house (trading post... w/e). The event that these people are predicting is a slow but sure deflation of the FFXIV ARR economy. It does not mean that the economy will die off, but this thread is meant to raise concern to the developers. The are the ones who will have to fix things and add others over time, but these changes don't occur if people don't make note of them on the forums.
Battle-class only individuals (or people with limited crafts) suffer from this. Anyone who's maxed all of their crafting and gathering jobs can easily get by without needing to buy repairs from NPCs. So this is fairly moot.
But the rest...yeah. I'm inclined to agree with the OP on this one. Every way that they've given us to make money outside of playing Market Mogul is not enough to sustain the economy. Especially since selling an item means 5%~10% of that gil just ups and vanishes, and never makes it to the seller.
As a crafter who is able to do 2* recipes for Weaver right now I can say that I am making a fair amount of gil. Between HQing certain pieces and making 2* gear on request (Mostly Vanya) I've pulled in over 2 million gil over the last week and spent half of that upgrading my gear. Admittedly I expect the rates of gear on the newer servers to not be nearly as close to a Legacy but in due time you too will get high level crafters and people are going to be looking for gear they can't make for their DoH and DoL jobs.
Make a new character on a none legacy server and lets see how well you do when half the people don't have enough money to buy your items at the prices you're selling them at seriously I wish you people would look at the characters server of the poster because most of you seem to be completely missing why this is being brought up.
SE has already stated that once legacy players can transfer to other worlds, the amount of gil they can bring with them will be capped. And more than likely, there will already be people on your server with more wealth than a legacy player can bring over.
I did just that during beta. Had no issues whatsoever buying or selling anything and had about 200K on my Beta character....without trying to make gil (since she was a throwaway)
Husband is a brand new 1.0 character, he so far as asked for no gil from me, and has 100K in his bank...without trying, just doing his normal leveling and questing.
Stop assuming that Legacy players don't know what we're talking about. If anything, we know exactly what happens when the game rewards too much gil. Do you have an achievement for getting 100K from the completion of ONE Guildleve? I do. Do you think having it be that easy to get gil made our servers better? It meant buying your base for your relic could easily cost you 25+mil. It also meant, you didn't even notice if you spent gil on travel etc.
People ARE overcharging now. Why? because they can. But really, it is totally possible to earn more than you spend...using only the game systems.
Only wear Dungeon Drops/Company Gears/friend crafted gears/weapons
Set Homepoints and Tele-favs smartly
Use Chocobo Porters
Gather DM (if possible...not sure if it is...still if it's not, you can use Company Seals to buy...and trust me, you'll have them coming out your ears, I earned 20Kish just this week)
Do your Guildleves...all of them, whenever you can.
Sell your Allagan pieces.
...If you don't believe this possible, if you can see my character, she is ONLY wearing gear I got as quest rewards/dungeon drops and/or crafted personally from gathered items (okay, I paid like 40gil or something like that for dye for her glasses). Why? Because I'll outgrow this gear as I am leveling anyway...stupid to spend gil on gear I won't keep.
New players should not be buying items from the Markets. I mean, it's cool that they can...but you shouldn't use them until you need them...and you don't need them yet. The main storyline gave you every piece of gear you needed. Of course, it isn't a bad idea to sell your dropped crafted mats on the markets, but that's it. And really, selling those drops should cover your tele fees. If you're constantly spending more than 2K a day as a new player, you're doing it wrong.
At level cap, you should have enough company seals (or the ability to farm enough via FATES/GC leves) to buy decent gear upgrades where needed. Although, AF is a solid starter gearset. Farming primals should get you a good weapon. No money needed to be spent. None.
If you decided for convience to use airships/tele etc. Cool. However, that was a personal choice. It won't make you broke unless you never sell anything...ever. (or never do a guildleve, dungeon, etc) Or unless you tele to stupid places you really should have gotten to via other methods/had the time to travel slower. (for example, ride your chocobo into the zone, then tele...it's cheaper) Set a smart homepoint in La Noscea somewhere...as it's an Island, you have to pay to get on/off it.
And again, that isn't a 'the game doesn't generate enough server wealth' problem...it's a players are overcharging/paying for stuff because the game is 10 days old problem and a 'I'm to lazy to walk' problem Yes, legacy servers are more 'flooded' with gil, and the average legacy player doesn't need to spam their guildleves every day to generate weath...but thats because we already did that for basically nine months when it was all we could do in 1.0. The 'fastest ways to level' just happen not to be the fastest 'game wealth generators' (which is good btw). There is plenty of gil to be had in this game...generated by the game...you just need to know where to look.
you seem to be failing to see this game isn't a real life economy and gil actually does vaporize into thin air on a regular basis.
whether it is a net gain or loss after quests are finished is up for debate but just from what i've seen taking people through amdapor keep which usually involves a few wipes since there is always someone new nets like 200-300g and costs about 1200 for repairs
or doing hardmode ifrit nets no gil at all and just a very few tomestones and can result in a lot of wipes getting 8 people to figure it out. But again, no gil is earned so even just the wear and tear of fighting him is making money dissappear
Fates do give some gil but on the other hand they also do wear on your gear so the net gains are probably negligible
Leves give an actual positive gain but are very limited
and transport, sure you can walk from anywhere to anywhere(except Limsa lominsa you better have some money if you ever want to leave there)
but is it really realistic to walk to a behemoth spawn from a town for example?
you could buy dark matter with seals and repair your own gear for free but what are you going to do in the meantime while you level usually 3-4 crafting skills to be able to actually do that?
Unless all you do is grind fates and leves you are more than likely burning the economies total gil more than replenishing it and last i checked games were supposed to be fun not "I have to do leves to make some money then all i can afford is to grind fates all day in one zone"
You must be very new to transferring. Since they will know there is a cap they will just invest there money into really rare materials for crafters and bring them over and sell them for the exact same price they bought or more even if it takes months they will never allow it drop below that.
@OP
I think this is intentional; especially on Legacy servers, the AH taxes will slowly reduce the overall gil amounts, because the outrageous
prices on the marketboards there will ensure that the gil removed by taxes isl not naturally replenished by "normal play". There is in fact
an equilibrum defined by repair costs, but it is definitely far below the xxx millions of gil everyone has at the moment.
Think of it this way: the game mechanics do not intend everyone and his grandmother to become multi-billionaires. The existence of so
many players who are is, so to speak, "unnatural". Dungeon runs easily cover your repair costs (if your group doesn't completely suck),
and that's it. They are not supposed to make you rich; they already provide you with good free gear. If they would provide you with
good free gear and make you rich at the same time, who would buy anything crafted?
Btw, concerning:
That's at least questionable I think. Suppose they buy those super-rare materials on their legacy servers. They will have to pay super vastQuote:
You must be very new to transferring. Since they will know there is a cap they will just invest there money into really rare materials for crafters and bring them over and sell them for the exact same price they bought or more even if it takes months they will never allow it drop below that.
amounts of money, because the average prices on legacy servers are super high (which they are, btw; I'm selling tier IV materia for hundreds
of thousands of gil). But nobody will be able to pay those prices on the servers they transfer to; and since it is likely they are not the only ones
who transfer, the normal mechanics of supply and demand will shatter their dreams of becoming super-rich in an instant... well... instantly.
The market board prices will adjust to the lower overall gil amounts. Crafters cannot charge non-crafters huge sums if those,
as a whole, do not have enough money to pay for the goods provided.
Ah, well, perhaps I should add: I certainly would not want to be a new player on a legacy server, because it will take serious
amounts of time to "catch up" in a market environment that is based on the assumption that a large portion of the population
is disproportionately rich. It's a "two caste society". ;)