By your logic then everyone should start at lvl 50 and there is no need to level up. Just go directly to end game. Why don't people just go buy a fully levelled account with couple million gil. Problem solved.A game should encourage people to play in a way that's enjoyable to them. Just because you can level a crafting class does not mean you should be required to. This is an MMO, and a great deal of people play MMOs for the dungeon and raid crawling, not to sit all by their lonesome and HQ a bunch of stuff.
Have you even read the completely valid concerns that folks have posted? Yes, right now working the market can be indeed profitable. But doing dungeons and whatnot, results in a net loss. There has to be some way for gil to be introduced into the economy. I'm not saying they should literally throw gil at you, but right now if I do not enjoy crafting, it is more profitable to make a second character, level it up since I make more gil leveling characters than focusing on the one I want to play and that should never be the case.
I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.Have you even read the completely valid concerns that folks have posted? Yes, right now working the market can be indeed profitable. But doing dungeons and whatnot, results in a net loss. There has to be some way for gil to be introduced into the economy. I'm not saying they should literally throw gil at you, but right now if I do not enjoy crafting, it is more profitable to make a second character, level it up since I make more gil leveling characters than focusing on the one I want to play and that should never be the case.
Oh, I'm right there with you that it should take a little effort, and I am not disagreeing. I would not mind if they did give a slight increase to the amount of gil gain in FATE's and levequests though. I don't think crafting should be a requirement of generating gil however. Activities on my main class should be able to cover her own way though I do think.I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.
I'm a bit baffled as to how you don't see a problem with having to "work 2-3 days to run 1 dungeon". You should be able to fund what you want to do by doing what you want to do, simple as that. Running a dungeon should be able fund running more dungeons. Crafting should be able to fund more crafting. And so on.I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.
I think I speak for everyone when I say you are not thinking straight. This is a video game. You should never have to WORK. You should have fun. Working for 2-3 days to run ONE dungeon? Are you out of your mind? Running dungeons should provide enough gil to run another, and another, as long as you are successful.I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.
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