I understand the point. Exchanging goods with someone is indeed functionally the same as making something for trade, putting it up for sale, and using that gil to buy something else. In reality, people are incapable of making everything themselves, due to things such as skill ability and time. That's why we have specialized ourselves in real life. A person that specializes and spends all their time in repairing nuclear reactors will do much much better than someone who spends all their time farming, but due to time, its probably impossible to do both. Therefore it becomes more efficient for person A to solely repair nuclear reactors while person B grows food. Person A repairs person B's reactor (I have no idea why a farmer would have a nuclear reactor, but that's not the point of the argument, maybe they're in the middle of nowhere and that's the best power generation source there), and person B in turn provides person A with food. In the economics class I took, I believe the classic example was guns and butter. That system is what enabled us to rise from caves and fly into space. But in video games, it's different. There's no skill level developed over time that limits crafting ability in this game, the only difference is gear and a few cross class abilities (some classes have more or fewer skills that are used, so the amount needed to cross class is different from class to class). THERE IS NO NEED FOR PERSON A TO DEPEND ON PERSON B. Initially, it makes sense that people would focus on one class at first, and as such some people would temporarily depend on others (like a blacksmith would make the main/offhands for someone that wanted to focus first on leatherworker, while the leatherworker could make some gear for the blacksmith).
However, past a certain point, it becomes unnecessary and cumbersome. If you want to make maybe a hammer or something, you'll probably need some lumber from a carpenter (hammers tend to require lumber if I remember right). To get that lumber, you have a few options. You can make it yourself or trade for it. Typically, making it yourself is probably the easiest. To trade for it, you can either make an item and swap, or purchase with gil. To purchase with gil, you can make something else and sell it. However, either method of trading requires waiting on another person at some point. Trading requires finding someone and possibly waiting for them to craft it when they have time. Purchasing with gil involves putting stuff up for sale and then waiting for it to sell. Having a large quantity of gil on hand reduces the impact of that part, but it still has to be replenished, which involves time and waiting, while at the same time competing with others.
But wait, what if you suddenly want to go on a spiritbonding binge? You'll need a large quantity of materials, and will HAVE to trade or buy it. Buying it can get very expensive very quickly, especially as the price tends to rise as you buy out the cheaper things, and you may have to deal with the possiblity of the mb running out of stock. Trading will also require a fair bit of time from someone else, especially if you need something like an entire hq stack of whatever.
These kinds of things are why I dislike having to find other people to craft stuff. One item every now and then isn't a big deal, like having a faerie chandelier commissioned for your house in game. But if I just suddenly have the urge to produce something to spiritbond or something, it very quickly becomes a very large pain in the butt. It's actually a large part of the reason why I just got tired of spiritbonding sky pirate stuff in the diadem, because I would have to bug other people to make me the pterodactyl leather and stuff while I could have very easily done it myself with my gear. I don't know about you, but I refuse to pay 200k for pterodactyl leather (yes, it's 200k for nq on my server, I just checked) for a single mat to make a single piece of spiritbonding gear. Sure, I could just make my own stuff to sell for that same gil. But I would have to make 3-4 titanium alloy ingots to match that amount, AND hope someone doesn't undercut me before I can sell it. Instead of creating trade, it eventually just caused me to stop doing the action entirely. It's not helping two people who are really good at making 2 different things. Its forcing 2 people to not make the same thing.


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