Optional gold sinks (things that remove gil from the game) actually help new players. When gil is deleted from the game there are less people with lots of gil, prices on the MB go down and new players with little gil can afford stuff on the MB better.
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I think you largely overestimate the amount of players at 1 billion gil.Because there are players with billions of gil out there. The cap is 1 billion on your character and retainers. The amount of gil in the game that's stored away is simply staggering. For someone who has 9+ billion, 750m is pocket change. But enough mounts with that price point will drain that away and bring more players back to the MB, which is good for everyone.
♥ Baby, tell me, what's your motive? ♥
It's not needed. The game is purposely designed that way. Gils exist in FFXIV just to give the impression of a player-driven economy, but important things are separated in a special bubble, with special devise like tomestones or scrips. Thus inflation is not a concern.
It's a trend amongst mmorpg to make the job easier for the devs. Kind of similar thing with classes and equipments : dumb it down to make it easier to balance.
Last edited by Genz; 02-18-2018 at 09:49 PM.
Ill be honest stuff on the mb will always be expensive cas people like milking the most they can out of stuff i mean 20 mill for a top no thanks ill farm the mats myself at that price what im saying is no amount of gill sink will fix the current mb problem
I.e. you need more people to do that content, more MB space for retainers and less different products, because every product represents its own market.
The better idea here is not to get the people who are gil capped back into the market (they're only a handful anyway), but rather to make people who simply haven't bothered with crafting/gathering so far bother with it (because that's a metric ton of people), either by making it more accessible or enhancing gameplay. Consolidating materials would also help, as it reduces the amount of markets. Here on Balmung, price inflation is pretty much a non-issue, but we're also the highest populated server, likely with the most crafters to match.
As a bonus of that, if more people were to pick up crafting, there'd be a lower demand for crafted goods, as more people could afford it to make them themselves, thereby reducing the amount of purchases and further driving prices down.
It would also greatly help if exclusive gathered/crafted items were available via other means, such as gil vendors. That way, buying them does not shift money around in the playerbase, but removes it entirely. The people engaging in that content would simply save themselves the cost, which is still a benefit - and if they can sell lower than the vendor price, they can still sell to other players, too.
Now those would be some very effective changes. I get the feel they're better off posted in the "unpopular opinion" thread, though, as they don't benefit the rich people at all.
Oh. I thought you were talking about sinks made of gold.
My aim is not to benefit the rich. Simply to help other people break into the MB. People will buy exclusive gil mounts/minions/etc. because they are exclusive and people like having exclusive things. It would also help getting new people into crafting because crafting/gathering are the only real effective way to amass gil in the game. However, I don't think my idea would be the end all, be all. I think a combo of things (your ideas and mine, and others) would help the situation. I was just throwing it out there to get people talking.
People milk prices when they can. IE: when they don't have the competition. You throw 10 people into the market and the prices will fall. For example, I was selling sets of stuff. Another seller was actively trying to drive everyone else out of that market. He was selling them for 2m for each item when he had no competition and was driving the price down to 500k when someone else tried to post stuff. He got away with that because he had the gil to outlast people, and once the people were out of the market, he reset the prices on those items back to what he wished to sell them for.
The only issue with an npc is it will be a guaranteed purchase. Meaning the players that want to make gold will buy them once, forget about the npc and in some time later will just remake all that money back and things will be back to square one again. Old Everquest 1 probably had one of the better money sinks. They put in a casino. Pay some money to an npc for wheel tokens, use the tokens at a wheel and have a chance at winning some very rare sought after items, some that didn't even exist no longer in game. At a very low RNG chance of coarse. It kept the money makers coming back for more and did stabilize the economy over time. If they did something similar here and put those mounts, minions and what not as the carrot on the stick to keep the money makers coming back for more. That could be better over time instead of just buy and forget.
*Edit*
Before it comes up of "well they can just add more items to the vendor!" Yes they can....at a cost of constant dev time "Sorry everyone! we had to spend a lot of time designing new and unique glamors and mounts for the money sink vendor this patch cycle again. Due to time issues the new dungeon token armor will be another recolor!" and so on.
Last edited by Aylis; 02-18-2018 at 11:15 PM.
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