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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