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  1. #141
    Player
    GefilteFish's Avatar
    Join Date
    Aug 2013
    Posts
    17
    Character
    Cypher Poole
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by BubblyBoar View Post
    Just because it is new doesn't mean people don't have foresight or cant read market trends. Some of us do that VERY well and we see where the market is going. Gil sinks exceed gil generation. I can't make it any simpler than that.
    Sorry, you just haven't made the case. In the OP, it's postulated that you can:
    Make 3000gill on leves per pay
    Make ~350 per dungeon run
    Make 100gill per fate

    You will need to spend 1k max per dungeon on repairs.
    Raids are capped at 90 min, so they are the same as dungeons.

    That's 4.6 dungeon or raids per day to break even. That's 7 hours of dungeons per day to break even. No deflation until you and everyone else on the server exceeds this. Assuming you are doing fates. Plus whatever other dailies they add. It really isn't an issue.
    (1)

  2. #142
    Player
    xxbodkinxx's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Zoe Sky
    World
    Goblin
    Main Class
    Marauder Lv 34
    Quote Originally Posted by Gravitron View Post
    Didnt read the whole thread...

    Money will be made the old fashion way.. farming.

    I can see how it may seem that gil is scarce for the "i already got to 50" crowd. However, you have leveled at such an above the norm pace that you are in front of the inflation curve that hasnt even begun yet.

    The cost of vendor items will remain the same as the cost of crafting mats will steadily, indefinitely, continue to increase.

    The problem is what if the grinding cost you more in repairs then you make while grinding. Thats what most ppl are talking about. Run an instance, make 500 gil, repair cost 1000 gil.
    I really really dont want to be forced into doing dailies just to run instances or farm fates or craft. Shudders at doing 30+ dailies in wow....
    (0)

  3. #143
    Player
    Trueglich's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    True Lightshadow
    World
    Gilgamesh
    Main Class
    Lancer Lv 41
    Quote Originally Posted by GefilteFish View Post
    I think an economy with little or no inflation is a good thing honestly. In other games, money becomes meaningless to the point where you don't even think about it.

    Don't pay 200k for an item when you hit 50.
    Ye gods.. Econ 101 stuff here. a slow steady amount of inflation is a good thing for a economy. Right now we are looking at deflation. Deflation promotes hording of wealth that lowers the amount of money in the market and slows the sales of goods and services. This is why the US and other large counties no longer use a "Gold Standard" or similar at some point you end up not being able to buy things simple because there no way to get enough currency to complete transactions (Note this would take a very long time in a MMO but it would happen.) cont on next post due to chr limit
    (2)

  4. #144
    Player
    Darkillumina's Avatar
    Join Date
    Feb 2012
    Posts
    234
    Character
    Konstantine Porphyrogenitos
    World
    Balmung
    Main Class
    Gladiator Lv 50
    This could be alleviated somewhat if SE actually made crafted gear somewhat relevant. As it stands now, you are better off farming darklight then attempting to get the Heavy Darksteel/Vanya/Gryphon stuff made as its so ridiculously cost prohibitive that nobody will actually make the stuff due to the 9 coke/what have you from Rowena.

    As it stands now, crafting realistically stops at the 1 * level. This means that even stuff from rare nodes like Darksteel ore and Crawler Cocoon aren't commanding the money they should. This then has the effect of impacting the whole crafting system all the way down to the bottom which then directly hurts miners, botanists and fisherman. Add that to the vast amount of gil sinks in the game and we have a economy that doesn't/can't sustain itself.

    Back in 1.0, Materia and materia slotted gear dictated market prices for goods. Since well made double or triple melded gear could rival or even surpass Darklight pieces, people were constantly maneuvering to acquire materia, ore to craft the gear, +1 items to try for a HQ which in turn boosted materia slotting percentages. Heck, even regular quality gear 40+ was snatched up in an attempt to convert to tier IV materia. Now with materia being foolproof to meld and capping out beyond a certain point, most people will just forgo all this for dungeon drops. 1.2x wasn't as tiered as 2.0 is. You could mix and match and try to min/max with a variety of set-ups that utilized GC gear, Darklight Gear, Materia Melded Gear and even AF. Since this horizontal progression doesn't exist anymore, we feel it on the markets.

    What FFXI did wrong (at least when I played) was that high end crafters and the goods they created literally controlled the market top to bottom (RMT not withstanding). 2.0 on the other hand strays to far into the other direction making crafting negligible. 1.2x I believe had the perfect balance between the two. Yeah it was a lottery game with regards to melding, but it kept everything moving.
    (2)
    Last edited by Darkillumina; 09-04-2013 at 01:25 PM.

  5. #145
    Player
    Nhon's Avatar
    Join Date
    Jun 2013
    Posts
    1
    Character
    Lucifer Hawk
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    It's a shame that most people don't research on how to repair their equipment as cheap as possible at level 50. The economy is a gil sink currently. However once everyone knows how to repair their equipment efficiently, the gil sink would be a lot smaller. People can walk to their destination to save a couple of gil with the worst route being between Limsa and Ul'dah if you want to avoid paying the ferries. That only leaves market tax and people who doesn't have the patience to walk.
    (0)

  6. #146
    Player
    Trueglich's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    True Lightshadow
    World
    Gilgamesh
    Main Class
    Lancer Lv 41
    Right now Quests are the only way to be cash positive and each chr has a hard limit on how many quests they can do ever every thing you swing your sword/ax/book or use the marketplace a little more gill gets sucked out permanently out of the world. Right now playing the markets in a way to move gill from other people to you but its a ponzi scheme unless there is a exponential in flux of new chr they system will fall apart. Now I know SE is not stupid and any MMO has one or more economists on the design team just for the very reason hopefully the person is also seeing these threads. Now hyper inflation what i understand 1.0 had is also a bad thing right now i have a feeling we are suffering from an over correction of that mistake Legacy Servers have users with money bins of gill while 2.0 players are just watching there balance plummet. CONT ON NEXT POST DUE TO CHR LIMIT.
    (1)

  7. #147
    Player
    Trueglich's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    True Lightshadow
    World
    Gilgamesh
    Main Class
    Lancer Lv 41
    One other possible solution is for side quests to have a recycle time something like 45 days where they reset and can be done again. This also allows people who want to level multiple magic/war classes to avoid having to level by fate grinding alone. Also on a side note Dark mater is WAY overpriced you have to wear your gear below 70% or so before its a cost savings not counting the investment of leveling the trade skill in the first place and that most likely any end game class would need 3-4 + level 50 trade skills to repair all of there gear and the gear of the trade skill classes.
    (0)

  8. #148
    Player
    DrPancakes's Avatar
    Join Date
    Aug 2013
    Posts
    48
    Character
    Dr Pancakes
    World
    Moogle
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by valhalla View Post
    My point exactly. Unlike oil, gil can be pulled out of thin air and added to the economy with a small bit of work. It can even be profitable if your strategy isn't reckless.
    The problem that this entire thread is about is that the Cost > Profit. Which results in a net loss across the board at level 50. And if the entire server is taking a net loss overall then Gil will run out.

    So that small bit of work costs more Gil than the work profits. Or that the net gains are so negligible that it wont make a difference in the grand scheme.
    (2)

  9. #149
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by GefilteFish View Post
    Sorry, you just haven't made the case. In the OP, it's postulated that you can:
    Make 3000gill on leves per pay
    Make ~350 per dungeon run
    Make 100gill per fate

    You will need to spend 1k max per dungeon on repairs.
    Raids are capped at 90 min, so they are the same as dungeons.

    That's 4.6 dungeon or raids per day to break even. That's 7 hours of dungeons per day to break even. No deflation until you and everyone else on the server exceeds this. Assuming you are doing fates. Plus whatever other dailies they add. It really isn't an issue.
    So every dungeon run, you make 350 and lose 1k
    You have to do 10 fates to make that 1k repair bill...which will likely give you a 1k repair bill in the process.
    3k from leves, minus the repair from doing the leves. Let's pretend that's also 1k.

    so lets say you do 1 dungeon, 10 fates and 6 leves in a day. That's 3k or less in reapirs (sink) while making 5k (generated). So you break at about 2k profit without counting travel (airships, ferries, teleports), taxes (gil lost from buying/selling on market), and the other misc junk you do. Not to mention that doing a dungeon more than once puts you in the whole EVEN MORE.

    So...I don't understand what you are saying....
    (0)

  10. #150
    Player
    Saisha's Avatar
    Join Date
    Aug 2013
    Posts
    12
    Character
    Saisha Shade
    World
    Coeurl
    Main Class
    Archer Lv 50
    I had this realization around level 30. I think they should only raise it very slightly. If they doubled rewards, it would cause inflation. I am sure they're monitoring this though. Every MMO team I have seen has an economist on it, and an economist will be able to tell you just how much inflation/deflation there will be. There's no way this economy is collapsing.

    P.S. - How much do random crappy items vendor for at 50? I haven't vendored most of my gear because I am saving them to level other classes.
    (0)
    "Ordinary riches can be stolen, real riches cannot. In your soul are infinitely precious things that cannot be taken from you." -Oscar Wilde

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