Think about it, nobody wants to die, there's rules to this game son, I'm justified.
Also ya know making shards n such a reasonable price. I remember back b4 I quit in 2.4ish shards were up to 100 gil each and you needed like 30 shards for a combine. Everyone was wanting the damn RMT back because the amount of shards you could get an hour was like 1/1000th the amount of shards you needed to do an hour of crafting even mid lvl crafts.
Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.
As an FYI, in FF XIV 1.0, nearly ALL regular Monsters you killed dropped Shards.
For a long time, most players *just playing the game* (killing Dungeon Mobs, not even Gathering) would have THOUSANDS of Shards in their Inventory.
And it worked beautifully: It eliminated any RMT trying to control the Shard market (because any average Adventurer / Player can just naturally get tons of Shards just playing the game, without gathering).
Then Yoshi P changed it and made Shards, Crystals far more rare, which in turn only benefits RMT Botters and those with massive amounts of time. (I think it was a bad decision.)
It worked fine in 1.0 with excess (so that anyone could try out Crafting or sell their excess Shards / Crystals if they didn't care). Sounds great.
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