Because of RMT.
The more people buy RMT Gil to pay high prices, the more prices are growing (inflation).
On JP datracenter RMT is not an issue like outside of JP. Thats one of the main reasons for that difference.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100
To expand on this, Its a matter of how many people buy Gil.
Buyers inject unnatural amounts of Gil into circulation. So if there were no buyers, there would be no sellers.
But server prices are largely effected by the ratio of people who are self sufficient. On my old Legacy JP server, there were many more people who could craft, farm and gather things for themselves rather then buy it. Thus our prices were lower as there was more competition/less demand.
Because the game "creates" gils. The more you play, the more gils you have, the more you'll accept to pay and the more prices will go up.
It's also because some people are stupid.
In FFXI and XIV, people have literally bought gear from an NPC, and put it on the market for twice the price. And it sold !
Last edited by Reynhart; 09-21-2016 at 05:05 PM.
This is one of the reasons why prices are so high. Something that is huge profit for the person who can gather and make the whole item alone is moderate profit for a single job crafter - and sometimes not even that. It's common that materials can cost more than the final product.But server prices are largely effected by the ratio of people who are self sufficient. On my old Legacy JP server, there were many more people who could craft, farm and gather things for themselves rather then buy it. Thus our prices were lower as there was more competition/less demand.
For example:
An item that costs 100.000 can be a) 5k profit for a single jobs crafter; b) 15k profit for double job crafter; c) 30k profit for omni-crafter; d) 100k profit for omni-crafter+gatherer
When the really brutal price wars start you are making less and less crafters being able to compete. First the single job crafter is gone, then the multi-job crafters, and eventually only omni-crafters with gathering can make the item.
In my opinion, as I don't do gathering, the economy is healthy when you can make profit without having to leave the MB as a single job crafter.
=> Get more players into gathering and the prices are gonna get lower
And one more thing that has to be considered is time. Profits made on the end-game crafting are naturally increasing prices of low-end items because crafter's time itself is changing the price.
The main reason why the Party Finder is not working for the harder content and so many groups disband after few wipes is caused by the players who ignore the comments.
Getting to the phase XYZ once does not mean you are ready to join parties to do XYZ.
Parties should spend most of the time doing the phase that is written in the comment not trying to get there.
the OP has a point, in the first 3 weeks, eikon gear in odin, gilgamish was around 14m for a body piece, and sales were zero. because all the people who could make it, would only sell it at that price knowing there is a few players who buy gill are ready to buy them from time to time. there were very few sales. after a few weeks, i was checking gilgamish and i noticed price went down to 4m, and people actually starting buying it. but checking odin they were still 14m. thankfully my weaver friend who just came back to the game entered the odin market, and i told him about these differences, once he entered the market all them items were down to 4m on odin and people started buying them.
what i can see, is collaboration between crafters to set the prices and control the market. once a crafter that is interested in actually selling items at a decent profit ( not 95% profit ) enter the market, then prices start to become normal again.
and between EU/NA and Japanese servers, yes there is 1 to 5 difference, mainly because NA/EU is infested with gil sellers and gill buyers.
In order for supply and demand to produce a socially and economically desirable outcome, the criteria of perfect competition have to be met.
https://en.wikipedia.org/wiki/Perfect_competition
Ingame economy is dominated by oligopolies which are acting as price and quantity setters, rather than price takers. It is doubtful this situation is different on the JP markets - the price setters just set the prices differently.
The why is anyone's guess. I have my doubts competition is the sole factor - even on a Server like Balmung with incredibly little RMT and a large amount of players, it took months for the prices of the Anima stuff to arrive at a price comparable to the JP day 1 prices.
You know what would solve a lot of this? If the game actually paid out decent amounts of Gil for doing quests/dungeons as well as provided more intermediate crafting materials. Players that can craft and gather efficiently, and by that I mean have all nodes accessible, and all hq melded gear, control how players who don't sink much time into those aspects of the game, or are ignorant to it all together.
NA/EU Players are more dependant on RMT as well, this is a direct result of not being able to obtain whatever monetary level of each individual believes that is good enough. This creates the vicious cycle the economy is in, where a new player attempts to become a crafter/gather class, but is still dependant on established players.
Last edited by Jetstream_Fox; 09-21-2016 at 07:31 PM.
And if most items didn't vendor for 1 gil.You know what would solve a lot of this? If the game actually paid out decent amounts of Gil for doing quests and such. Players that can craft and gather efficiently, and by that I mean have all nodes accessible, and all hq melded gear, control how players who don't sink much time into those aspects of the game, or are ignorant to it all together.
Never understood that, it's like Nidhoggs scales, you slayed one of the most powerful dragons ever, here is one of his scales, it's worth 250 gil to Steve down the lane, but a quick check on the market and it's magically worth 9 million. If we took the economy from this game and put it in the real world, it would collapse within minutes.
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