Quote Originally Posted by Krylo View Post
But here's the problem, those poor players don't NEED your shit. They can buy some materia, eat some food, maybe get the FC leader to activate an FC buff, and craft themselves the next star set up and go without any help from you or buying your things. A lot of people don't because the cost of that materia and food over multiple sets and the effort/time to make that + craft their own gear is less than the prices you're charging.

Your economics at the high end, no matter how much you wish or think it to be true, don't actually exist in a vacuum of monopolization that treads all over the poor. Your prices are set by the market's inflation just like everything else, and less gil in the market is still going to make your Artisan's Apron cost the same amount in sold shards or whatever as it does now. The only difference is that if all the Gil is destroyed, the effective cost of things like repairs are going to shoot up for poor players.
You're really ignoring the whole point of my statements - which is that gil destruction increases the proportionate value of gil generated by quests, which is the primary means of income for new players who have yet to grasp the finer points of the market board. You're assuming every person is playing just like you, and has the same resources as you. The sweeping statement you're making about what players NEED or don't NEED is hinged on the assumption that they have the free time and mental resources of an experienced omnicrafter, which is a manifestly false assumption, and I point to the fact that my crafting jewelry sells like goddamn hotcakes as evidence of this incorrectness on your part. Allow me to be more specific. You assume, among other things, that:

Players will know what "no prior experience required" items to farm that are most efficient in persuading people like me to part with my gil, which is an assumption that only becomes correct after a period of trial and error, which varies from player to player, and,

That all new players are omnicrafters??? Your example of why they don't need my jewelry is that they can make their own? Not if they're not 50 goldsmith, they can't. And what about the 3* stuff they'll need to craft desirable 4* items? Those are even farther out of reach.

The assumptions you're making aren't very realistic. I, on the other hand, am simply stating the struggles I hear on my hypothetical "low end" economy. I play exclusively with people trapped in the low end. I'm buying them a mansion, because trying to save for one will cripple their entry into profitable crafting. I have the advantage of seeing this issue from both ends. I don't know where you're getting your wild notions about who has what resources, because they don't seem to match any server I know of.

Quote Originally Posted by Dante_V View Post
I don't agree with tax system at all. i wouldn't be against a penalty system for the purpose of vacating lots. Everyday your house goes unused by you or your FC you get charged $xx amount of gil for the "upkeep' of that property in your absence. once the cost in penalties exceeds a certain percentage of your housing value the house becomes forfeited and returns to the market.

Also the gil sink theory, while applicable in the economic understanding between rich and poor players doesn't hold much weight in the context of absent players as any money in hands of a player who is absent has zero purchase power and is essentially 100% out of the market unless the player returns at some point.
Now this I didn't consider. Very interesting, Dante. I think it would work. What would you call such a system?