Just like in RL, you can't pay the bills by having fun all day!
Find something that drops materials that sell for a lot at the AH, and go farm that thing. Otherwise, you'll have to Get A Job just like everyone else.


Just like in RL, you can't pay the bills by having fun all day!
Find something that drops materials that sell for a lot at the AH, and go farm that thing. Otherwise, you'll have to Get A Job just like everyone else.
Except this doesn't make any sense from any design standpoint, and it drives the economy towards total collapse. Mending equipment at level 50 already costs several thousands, and I'm in crappy gear. Once everyone gets hit by the money sinks, the entire thing will fall onto itself.
There NEEDS to be ingame generators other than players, it's just not feasible to keep playing past a certain point if the only way to "make" money is transfer what little there is between players because everyone already hit the cap. Even in a real life economy, money needs to be funnelled from something. And unlike a real life economy, this game has sinks where money simply disappears, never to be seen again.

Nonsense. The economy ran for quite some time in 1.0 without "total collapse" as you put it. Man-up and start crafting.Except this doesn't make any sense from any design standpoint, and it drives the economy towards total collapse. Mending equipment at level 50 already costs several thousands, and I'm in crappy gear. Once everyone gets hit by the money sinks, the entire thing will fall onto itself.
There NEEDS to be ingame generators other than players, it's just not feasible to keep playing past a certain point if the only way to "make" money is transfer what little there is between players because everyone already hit the cap. Even in a real life economy, money needs to be funnelled from something. And unlike a real life economy, this game has sinks where money simply disappears, never to be seen again.

There is a huge inherent flaw with those saying use the AH or craft. The AH and selling items via crafting is designed as a TRANSFER of money, as in, you take it from someone else. This thread is asking about GENERATING gil from the game itself.
Leves give you an insignificant amount of Gil. Running them is barely sustainable. Furthermore, you are only granted X amount of leves per day.
As someone mentioned previously, in an economy where you can only transfer gil, but not generate it, things can easily collapse in the sense of, people will not be able to repair gear, teleport, etc.. and will end up having to save their Gil JUST TO PLAY THE GAME.
(Continued in next as apparently we only get 1,000 chars per forum post... which is really poor planning on Square's part)

This is a serious problem and I am quite surprised there are so many people opposing the fact here that the overall amount of Gil in the economy is being depleted, not increased, at level 50, due to an inability to generate Gil and high costs for repair/ teleportation.
Is there a way to generate (not trade and get from other players) Gil? If not, Square needs to implement one soon.
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