You know prices would just increase, right?
You know prices would just increase, right?
Yes I do know that. But what I was really focusing on was the WAY to make money and not really focus on buying stuff. Prices will differ from time to time but that is not really an excuse to give players more choices when it comes to making money.



The above.
As it stands, the vast, vast majority of gil is already created via battle content and then flows to the crafters and gatherers via exclusive items. The effect is increased by a crafting oligopoly caused by a lack of general enjoyment of the crafting activity within the playerbase.
Battle classes regularly get exclusive items as well - The large levin orb for example, or the Music scrolls from coil or EX trials. But because people actually enjoy battle classes, prices for that quickly drop as supply increases. Moreover, you can do every battle content with only ONE battle class, you cannot do all recipes with only one crafting class.
What would really be needed would be a complete crafting overhaul that miraculously makes crafting mainstream, so that everyone would gladly level a crafter just as they do their battle class. And that crafter would have to be sufficient to fully engage in all crafting content, provided sufficient gear. Good luck.
Hmmm. Perhaps I didn't make my point clear enough.The above.
As it stands, the vast, vast majority of gil is already created via battle content and then flows to the crafters and gatherers via exclusive items. The effect is increased by a crafting oligopoly caused by a lack of general enjoyment of the crafting activity within the playerbase.
You see, the thing is my idea was NOT to put the market board in the equation. It's just between a player and the system. There are no players in between.



I get that. And that's exactly what I am criticizing. Creating a bigger System-> Player gil flow does nothing but increase inflation, thus overall prices and your overall buying power ends up the exact same as it was before, except with bigger numbers.
So the extra gil is pointless in terms of market interaction. And non-market interaction? The only noteworthy gil sinks are teleports, repairs, vendor items and housing. Those are the things that actually destroy gil and remove it from the system. And aside from housing, that's just cute in comparison to the gains from the system. Expert roulette alone gives 8k (5400 from the roulette, 3,6k from the dungeon itself). Repair cost? Less than 1k. Leaves 7+k for teleporting around and buying vendor stuff. I dunno about you, but I rarely need that much.
I can easely spend 20k just to teleport around when i gathere for stuff.I get that. And that's exactly what I am criticizing. Creating a bigger System-> Player gil flow does nothing
but increase inflation, thus overall prices and your overall buying power ends up the exact same as it was before, except with bigger numbers.
So the extra gil is pointless in terms of market interaction. And non-market interaction? The only noteworthy gil sinks are teleports, repairs, vendor items and housing. Those are the things that actually destroy gil and remove it from the system. And aside from housing, that's just cute in comparison to the gains from the system. Expert roulette alone gives 8k (5400 from the roulette, 3,6k from the dungeon itself). Repair cost? Less than 1k. Leaves 7+k for teleporting around and buying vendor stuff. I dunno about you, but I rarely need that much.
Thank you for that because I didn't see it that way before.
The thing I had in mind was just a way to enhance my kind of grinding. But I didn't look at market and stuff because like I said, I'm not really good at that haha.
But I will still defend my point that it's actually quite viable that we can grind out stuff and expect greater returns each iteration.
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