This is pretty much how I feel. Thanks for wording itHonestly lowering repair costs more or less soothes my concerns. As it is now, it costs too damn much to repair my stuff, so the idea of it being cheaper (even a little cheaper!) eases my mind. Right now the costs equal about the income the average player got from doing the usual runs of dungeons or what have you, you were lucky to break even in other words. If this allows for a small profit (even if it only amounts to a few hundred gil) that is more than enough to make me happy. I don't mind expensive repairs, so long as they don't cost as much (or more) than I make being an adventurer.![]()
Dramatic OP, although I agree with you about very little new money coming into the game, It's not hard to make money from crafting/gathering.
Maintenance will also fix the cost of repairs, although this still doesn't fix the issue with little money coming into the servers, I expect this will be a work in progress for SE, I.e. they would rather have less money than too much as they can adapt to that more quickly.
Are you guys even understand what he meant by the Economy?
Keep bringing Crafting/Gathering ISN'T what he was talking about. That's transferring Gil BETWEEN PLAYERS, doesn't even make any sense.
And tbh, ppl who brought this issue up here are actually having at least 1 lvl 50 crafting/gathering class (i've seen 1 with everything lvl 50 and 1 with 4 crafting/2 gathering classes lvl 50), SO OBVIOUSLY THEY ARE NOT QQING ABOUT "DONT KNOW HOW TO MAKE MONEY". Plz, post something useful.
The consensus of the entitled seems to be level a crafting profession, rely on the transferring of hands, lean on the daily leve allowance, and find a "niche." The problem is end game isn't generating enough gil (obviously gil is being generated once the quests have dried up) so players are forced to seek alternative means to progress in their play style--economics aside--and all of which lead to appeals of popularity (fallacy) that those who don't want to play their way (crafting) have no excuse to complain about the deficit dungeons, FATES, TRIALS, or 8 mans are putting them in. Shame they can't understand the fundamentals of a multi-media online game: to play with other individuals in a unique experience and enjoyable fashion (I stress enjoyable).
Final Fantasy XIV ARR has not been marketed, advertised, or even promoted as a sim-city, minecraft, or economic experience. Crafting is simply a part of the game play: a caveat, tool, or mechanic to the fantasy experience. No were did Square Enix say to the consumer they'd be embroiled in a broken economy, and forced to amass as much wealth as possible in order to experience the fantasy aspect of their game. Final Fantasy has never been about crafting, personal wealth, or even economics. Final Fantasy has been about the story, the characters, and fighting fantastical creatures.
If players can not enjoy the fantasy aspects of the (that they are paying for as well) game marketed to them, and must progress in skinner like mechanics or outside of their ideas of entertainment, then the game will begin to bleed subscribers, and the less players we have the less gil (period) transferring hands. The first month of an MMO is always lively and full of fresh new faces until the vainer runs off and the problems of the game begin to surface. I want to believe those who are adamant about no gil issues existing are simply using fallacies of generalization, false dilemmas, argument from ignorance, rhetoric, and anecdote are just poor attempts at scamming fellow players, and not their actual beliefs; but I don't think this is the case.
Reality: when the players actually start feeling like their performing a "labor" (work) instead of "playing" (entertainment) a game our community is going to have issues of population along with gil. The bottom line is this: the players who want to experience the dungeons, mob slaying, and raiding should not be forced to take part in mechanics that have nothing to do with combat (what they enjoy). No one can generate enough money at end game doing FATES, DUNGEONS, or Battle Leves to cover the costs of repairs. Players are speaking from experience, so we have a clear case of denial, ignorance, and plain stupidity running rampant in this thread and game.
To make matters worse players are arguing against the use of features included in the game (apart of the experience): teleportation, dungeons, wearing and using items earned through play and time; which basically says two things about those having these thoughts and those swallowing these thoughts: "nucking" retards. I never thought I would see arguments telling individuals how they are allowed to play the game, and sure people can argue semantics all they like on how best to play, but this amount of arrogance going hand-in-hand with entitlement is borderline fascism.
TL;DR: This is what the whole argument boils down to: you aren't allowed to be an adventurer to earn a living, so you will be a craftsmen to make money, when the real issue is the fundamental systems in place are broken. The OP is right: if we don't want to see players bleed off in droves an economic fix is needed.
Last edited by Brolleun-Hunter; 09-11-2013 at 08:51 PM.
I have an idea. Why not allow items at 100% spiritbond be broken down into materia OR dark matter with grade based on the level of the equipment?
Just a thought.
Last edited by Riastrad; 09-11-2013 at 08:53 PM.
Well I have no gather or crafter class but I still have nearly 400k and I am lvl 38 lol never had Gil problems so far.. seems I get more than I need.
I hear and I forget. I see and I remember. I do and I understand.
He who learns but does not think, is lost. He who thinks but does not learn is in great danger.
How about rewarding dark matter on Battle/Grand Company leves ?I just don't have the energy to read through the posts anymore. 50% of people don't understand what the thread is about, the other 50% don't care because it doesn't affect them (yet).
I understand the problem, and I agree with those on the forums that understand that there is a problem. This needs to be addressed.
Let us gather Grade 5 Dark Matter again.
Let crafters repair other people's gear again.
Let those who don't understand/don't care suffer apoplexy and be unable to type anymore.
Amen.
Doesn't make sense to have it on a gathering class if you want to fix the economy otherwise you are just passing money from one player to the next as we already are.
Last edited by Jinko; 09-11-2013 at 09:16 PM.
The fact that repair cost and dark matter price are being lowered means that the Gil problem was real and acknowledge. We shall see how thing develop from now on.
Not really. It just means people complained about repair costs. People complain about a lot of things that SE changes. Doesn't mean there is some deep seated problem behind the scenes.
Only looking at endgame ignores all players not at endgame. There is not a separate economy for endgame. If the issue is economic deflation and not personal wealth accumulation, then you are ignoring half the equation.The consensus of the entitled seems to be level a crafting profession, rely on the transferring of hands, lean on the daily leve allowance, and find a "niche." The problem is end game isn't generating enough gil (obviously gil is being generated once the quests have dried up) so players are forced to seek alternative means to progress in their play style--economics aside--and all of which lead to appeals of popularity (fallacy) that those who don't want to play their way (crafting) have no excuse to complain about the deficit dungeons, FATES, TRIALS, or 8 mans are putting them in.
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