This exactly.The only reason the economy is how it is now, is because we can see the prices of items. FFXI only showed the last 10 transactions of an item. leaving to practically guess if there was a silly person who put the item up for 1 gil ( that could be a 10k+ item lol), or trying to save money based on the Price History. ( people would even go as far as going 1 gil at a time to buy the lowest price on the button LOL.)
I would like to have FFXI Economy system, so we don't have much "Under cutters". Only reason people under cut is because people know what the other people's price is. If we didn't know it would be very hard to undercut 40 people of the same item.
I still think a lot of the flaws in this game are related to development time and development priority.
For example, noting how much better the 2.2 Main Scenario is in quality than the 2.1 Quests.
As the 'launch items' further get sorted away... those main UI adjustments, balancing issues, immediate end game needs, etc etc etc..
Attention should be diverted to things that'll really help make the game more dynamic.
I could be way wrong,
but i think this game is likely to be waaaaaaaaay better in 2 years time than it is now.
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http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
Make it happen.
Exactly the thing I was talking about. For you FFXIV's crafting doesn't have meaning because you can't make instant millions with it like you could in FFXI, even though you actually can make millions with it, it just requires a lot more work.XI it was massively rewarding at the end and really made a massive difference in the game, but it was a hell grind to get there and required 100s of hours of farming to get the money to do it. XIV it is more fun leveling and no stress but pointless in the end. your choice on what is preferred. I am not in the Fun is always better camp, it has to have meaning in my eyes.
The effort in FFXI was front-loaded, here the effort comes after you capped your craft.
There's no real economy here (at least as far as crafting goes) because of three things:
1. leveling to 50 is easy and quick. Why spend Gill on gear you will out-level before the day is over?
2. Gear drops like rain in class quests and in the instanced dungeons the game encourages you to spam.
3. Crafted items are not BIS for any DoM/DoW (save for some very niche tank builds) and SE have confirmed this will remain the case.
Once upon a time. I needed 10 characters to post, since my post was so short, apparently the text for the Quote was not considered among the "10 Characters" but was still included in the 1000 Character limit. GG SE ANYWAY....My second idea: Allow all the high level gear/weapon recipes to be made by crafters... Yes, you farm all the mats, and allow a master crafter to craft your gear.. guaranteed HQ, no chances of breaking, etc just the fact that a high level crafter can craft them will be incentive for people to level crafts as there will actually be hopes of profit in the time it takes to level up a craft to 50...
Thoughts/concerns? What would this do to the "casual" gamer? They would still be able to farm their own gear and craft it if they wanted, in about the same amount of time it currently takes, there would just be the option of some open capitalism in Eorzea..
TLDR: crafting/farming is useless for profits. plz fix
Your Second idea while being a half-way decent idea, SE has alrdy stated that Crafters will Never be able to craft gear better or equal to what drops in the Highest Tier Content.
And there are incentives to Level crafting, unless you want to rely on others for everything. Furniture, Items for Spirit Bonding, Materia for Novus/Gathering and Crafting Gear.
Crafting the new Meldable gear that comes with each patch. The Hardcore raiders are all about that, and most of the time will buy it from you instead of making it themselves.
and with all the new recipes that come out each patch you will need all the cross class skills even if you only care about Cooking.
Buyers buy cheap, sellers lose money too often due to undercuts, this is not a good economy, the game is just telling you: Hey don't craft it's useless, and even if you find a good business it'll be dead in less than a week.
Most ppl don't care about economy and it seems like SE is trying to cater to them instead of the whole playerbase, if you think that's fine because they are a majority, you're wrong, a majority can be a 99% or a 51%. The economy is currently unbearable, if the economy is not dead is just because SE is adding new recipes with every path which serve as short life business.
Last edited by Renik; 07-04-2014 at 08:57 PM.
And yet people still buy equipment.
You're doing something really wrong if you're losing money while crafting to sell. Like I've said several times before, there's money to be made crafting, you just won't be making millions on a single item (which is the real reason why people claim that the economy is bad).
Last edited by Gilthas; 07-04-2014 at 09:13 PM.
And, strangely enough, people still buy materials (NQ or HQ) that are mainly for mid-level materials/equipment/meals. I took a look at Oak Lumber last night and was so amazed at the price that I went to Camp Tranquil, cut down some Oak Logs and Quick Synthed 33 lengths right there. Same case for Natron (oftentimes I make Felt and need a bunch of the stuff when the fit is upon me).
Let's not even get into the price of shards since the last big update.
Not a big loss, but in most cases you start a business thinking you can gain 500k but when you finally put the item on sale you don't get more than 150k, you have spent 90k and 3h expecting to get 500 but you get 150k, it's indeed a loss. (made up, but valid numbers)You're doing something really wrong if you're losing money while crafting to sell. Like I've said several times before, there's money to be made crafting, you just won't be making millions on a single item (which is the real reason why people claim that the economy is bad).
And this happens because with the current system there are not enough "chances" and everyone goes for the same one.
Even with your example you made 60k profit. A loss is when you lose money, not make less than what you were expecting.Not a big loss, but in most cases you start a business thinking you can gain 500k but when you finally put the item on sale you don't get more than 150k, you have spent 90k and 3h expecting to get 500 but you get 150k, it's indeed a loss. (made up, but valid numbers)
And this happens because with the current system there are not enough "chances" and everyone goes for the same one.
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