Okay, now I'm not sure you actually understand how housing works. You purchase the lot from vendor (SE). It's up to the FC to build the walls, roof, door, window, furniture, flooring, etc, etc... So if they were storing raw material they are now using them to craft the house.RMT are not the ones that pushed mats into the system. There are many many FC's that were stock piling raw materials because they thought that the housing system was going to be intelligent and require a FC to work together and actually build it. Now, it is just pay this much for this and so all these raw materials have been thrown into the system. That, and noone is crafting anything because once you get crafting to 50, there are no rewards for you to continue crafting items of all levels. Now you are left with gatherers flooding the markets with raw materials that noone is going to buy. THAT is driving down the cost of everything.
Last edited by Dyvid; 01-01-2014 at 08:02 AM.
2.1 just killed the economy for high level crafts. Why buy i70 equipment with farming philo tomes is so easy. Getting darklight is so much easier, why waste your precious gil that needs to be saved just to buy a plot of land? Why buy i55 equipment to spiritbond when materia is just given away and you can't make any money on it now? It all just trickles down, nobody needs to make the 1 star materials to make high level equipment, therefore nobody needs to gather the high level materials to make those items. They need to stop giving so much stuff away for quests that take no time at all to finish. Give more gil for quests and less equipment, let some of that gil circulate through crafters, that will improve the economy.
That's assuming the FC can actually afford the lot, which 99% can't.Okay, now I'm not sure you actually understand how housing works. You purchase the lot from vendor (SE). It's up to the FC to build the walls, roof, door, window, furniture, flooring, etc, etc... So if they were storing raw material they are now using them to craft the house.
The ability to dye any item whatever color you want would help propagate selling of player made dyes. Thus in term giving us a reason to mine pigments and use them.
Crafted gear shouldn't be a replacement for end game gear obtained via a dungeon, but it shouldn't be forfeited either. If someone wants to craft gear to make their character better then why is the time it takes to gather the materials so demanding and the return lackluster?
They need to make an arbitrary system where you can succeed without feeling the need to jump through the same hoops, making materia more viable and crafting less useless for the beginner at end game would be the best option to stimulate the economy.
meh, I totally went off on a rant, I started with pigments and dyeing any items would be a good start too for economy growth and went left field. lol
First of all, I think the game is very good, just in need of more goals. The game as it is claims to be for hardcore to casual, but we all know that isn't the case. It is the way it is to counteract RMT, they designed this game by their actions in FFXI and 1.0.
1. The ability to level any job or craft from 1-50 in such a speedy manner helps prevent the selling of accounts, but it also eliminates the need for gearing up with crafted gear as you level. The gear you do need, you can get from quests, npcs, or dungeons. You are also usually not in gear long enough to SB it before you upgrade, thus there is no real point to making, using, or selling materia pre-40. Therefore crafters are forced to sell NQ gear very cheap, or sell HQ gear at minimal profits to tempt anyone into actually buying gear from the markets
2.) Resale of used items is pitiful. This again is an anti-rmt tactic to prevent the creation of gil into the market. Yet another reason why people are forced to sell crafted items so cheap as the alternative is usually 1gil to an npc.
3.) Crafted gear cannot be as strong as raid gear due to the selling of these items by RMT to get gil. This is only a real issue because it is so easy for anyone (RMT or not) to level a craft to 50.
4.) The removal of "notorious monsters" from the world and instead placing them within FATE as novelty bosses. Another anti-rmt measure to prevent the monopolizing of these monsters and there drops.
5.) Limiting the bonuses available from materia. I see two potential reasons for this, one is point number 3 above and the other is to prevent the sale of powerfully melded items for large sums of gil.
6.) Patch 2.1 took the only expensive items left on the market and reduced their gil cost to about 10% of pre-2.1 prices. This was done through treasure maps giving out philo items, tomes, and materials usually gained by high level gathering classes. Roulette giving out such a large amount of bonus tomes flooded the philo item market, daily quests, and quests that reward you with TIV material.
So how can any of these be addressed?
1.) Level caps starting at level 30. Based on your job, this could start off as something simple at level 30 like requiring hunting log completion to a certain rank. You could then expand on this later to include a specific dungeon win after starting the level cap quest. For crafters it could be completion of the crafting log to a point and perhaps creating and melding a certain amount of HQ items. None of these require slowing the xp gain while actually leveling or increasing the needed xp, but they create a "break" in the grinding process or fate party leveling. This would also prevent RMT from just grinding out an entire party from 1-50 in a day. It would also create a need for materia, lower level crafted items, and can help make use of lower level dungeons and guildhests instead of making them part of the level 50 story (lame way to reuse sunken temple and guildhest btw).
2.) Have each guild buy items that are for sale at NPCs in each city for 50% of the NPC sale price. Only have items for sale at an NPC if those items have actually been turned in at the guilds. For general gear level 1-40 you could have both NQ and HQ items bought and sold this way. If the market becomes flooded, people will sell to the guild and that item will become available at the NPCs for a set price. This would prevent items being sold at exorbitant prices as well. Allow people to sell to only one guild a week to prevent abuse.
3.) Allow the crafting of raid level gear by using untradeable materials obtained in a raid or dungeon. Potentially from primals as well. Make the items crafted also untradeable. This would make having a crafting class desireable as there is no point other then "because you can" right now. You could also allow the crafting of these items BY a crafter for the person holding them.
4.) Treasure maps have gone in the right direction, but require more diversity and actually have potential to drop something valuable, see point 3 above. You could also add some lower level drops to FATE NMs at a very low drop rate.
5.) Have craftable untradeable items that are not quite as good as raid gear, but have materia slots. Thus giving the potential to be more powerful if melded correctly. You could also have untradeable materia drop that must be used for melding to these special items.
I personally wouldn't mind a item encyclopedia/log for items collected, which could give various rewards for collecting items, even if the rewards were just unlocking additional information on the item (trivia facts, crafting info, drop info, etc). Might give people a reason to purchase during an economic slump, and I'm sure collectors would love the challenge of completing their book.
Reduce the rate at which materials can be earned form the game.
Cap the HQ chance for crafted items at 80%.
Lower the rate of earning philosophy tomes.
Change the system of turn ins for grand company supply missions. Remove the daily cap, lower the experience rewards and allow people to turn in any amount at a given time.
Expand the Beastman Reputation system to allow people to do supply missions for reputation using much the same system as described above.
Lower the amount of gil coming in to the economy.
Yes, but does it take hundreds, and maybe thousands of lumber and raw materials to build each one of these items. This is what many people were thinking that housing would be like and started stock piling thousands of raw materials.Okay, now I'm not sure you actually understand how housing works. You purchase the lot from vendor (SE). It's up to the FC to build the walls, roof, door, window, furniture, flooring, etc, etc... So if they were storing raw material they are now using them to craft the house.
XI does 1) well with Maat, and 2) sounds like it could work if well implemented.1.) Level caps starting at level 30. Based on your job, this could start off as something simple at level 30 like requiring hunting log completion to a certain rank. You could then expand on this later to include a specific dungeon win after starting the level cap quest. For crafters it could be completion of the crafting log to a point and perhaps creating and melding a certain amount of HQ items. None of these require slowing the xp gain while actually leveling or increasing the needed xp, but they create a "break" in the grinding process or fate party leveling. This would also prevent RMT from just grinding out an entire party from 1-50 in a day. It would also create a need for materia, lower level crafted items, and can help make use of lower level dungeons and guildhests instead of making them part of the level 50 story (lame way to reuse sunken temple and guildhest btw).
2.) Have each guild buy items that are for sale at NPCs in each city for 50% of the NPC sale price. Only have items for sale at an NPC if those items have actually been turned in at the guilds. For general gear level 1-40 you could have both NQ and HQ items bought and sold this way. If the market becomes flooded, people will sell to the guild and that item will become available at the NPCs for a set price. This would prevent items being sold at exorbitant prices as well. Allow people to sell to only one guild a week to prevent abuse.
Another thing I take issue with is materia not raising iLvl, meaning crafted HQ iLvl 70 penta-melded is still counted as iLvl 70. Whether or not allowing materia to affect iLvl would increase demand for penta-melded HQ gear, I don't know, but it's an idea (no idea how you could get it to work though. Perhaps based off stats?).
Also, blind bidding on the market boards {Can I have it?}
i think it was a bad idea for them to make all crafts and gatherers available to a single character. kinda shot themselves in the foot there
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