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  1. #1
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jojoya View Post
    That's not necessarily a bad way to live. People clutter up their lives with so much unnecessary junk.

    Also, I'm paying way more than that on taxes. It would be even worse if taxes weren't based on assessed value at time of purchase instead of estimated current market value. HOA fees are almost double what I pay for taxes.
    Yeah house value (mostly due to location) is less than 10k. It's a four room house(not bedrooms, actual, useable rooms) on a sizeable plot, but even the school got shut down.

    It's not somewhere people want to live. That's why it's so cheap.

    Back on topic, i still don't think we need a recurring monetary cost. You want to remove gil from the super rich, the only surefire way to do it is just outright deleting it. And we all know how well that'll go
    (3)

  2. #2
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Imora View Post
    Back on topic, i still don't think we need a recurring monetary cost. You want to remove gil from the super rich, the only surefire way to do it is just outright deleting it. And we all know how well that'll go
    I semi-agree. Rent on an apartment is definitely unnecessary. But if houses will continue to be a limited supply with some players always left wanting, I'd rather see rent added as a deterrent for those who buy because they can but don't actually use their house.

    (For those who complain they aren't rich enough to afford rent, there's a simple solution: start using the garden that they have but that players without a house don't.)

    Even then, it's not enough by itself. For rent to be an effective deterrent, there need to be other items players want to buy. If gil doesn't have enough other uses, it goes right back to "might as well have a house, I make a lot more than I'd have to pay as rent".

    Or the other option is for SE to reduce the gil earned from repeatable content. Gil wouldn't need to be reduced for MSQ or one time only quests, and challenge log is probably fine to leave alone since that's weekly. Very low level repeatable content could be left alone as well since the values tend to be very small. But anything the player can repeat multiple times a week (especially treasure map dungeons) could use some adjustment.

    I know some feel that would give an advantage to crafters but crafters get rich because other players have lots of gil with nothing else to spend it on. If they have less gil, crafters will make less as well.
    (1)
    Last edited by Jojoya; 07-08-2021 at 07:21 PM.

  3. #3
    Player
    Almagnus1's Avatar
    Join Date
    Mar 2015
    Location
    Ul'Dah
    Posts
    941
    Character
    Maley Oakensage
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Jojoya View Post
    But if houses will continue to be a limited supply with some players always left wanting, I'd rather see rent added as a deterrent for those who buy because they can but don't actually use their house.
    That's probably the best way to approach rent with the gil sink being a very nice bonus to all of this.

    Quote Originally Posted by Jojoya View Post
    Or the other option is for SE to reduce the gil earned from repeatable content. Gil wouldn't need to be reduced for MSQ or one time only quests, and challenge log is probably fine to leave alone since that's weekly. Very low level repeatable content could be left alone as well since the values tend to be very small. But anything the player can repeat multiple times a week (especially treasure map dungeons) could use some adjustment.
    That's been needing to change for a while.

    Quote Originally Posted by Jojoya View Post
    I know some feel that would give an advantage to crafters but crafters get rich because other players have lots of gil with nothing else to spend it on. If they have less gil, crafters will make less as well.
    With as easy as it is to get desynthing open, and how good of a money stream that is, some of this is people being lazy. Once you have desynthing across all the DoH classes (except CUL) then just roll greed on all the loot, desynth what you don't use, and put it on the market for -1 gil of whatever's the low for the item. After that point, you never have to touch the DoH classes again.

    I know you can do far better with other crafted items, but it's still easy enough to turn on that cashflow that it's something worth doing regardless.
    (0)

  4. #4
    Player
    Besame's Avatar
    Join Date
    Apr 2016
    Posts
    1,028
    Character
    Calista Fallon
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Jojoya View Post
    I semi-agree. Rent on an apartment is definitely unnecessary. But if houses will continue to be a limited supply with some players always left wanting, I'd rather see rent added as a deterrent for those who buy because they can but don't actually use their house.

    (For those who complain they aren't rich enough to afford rent, there's a simple solution: start using the garden that they have but that players without a house don't.)

    Even then, it's not enough by itself. For rent to be an effective deterrent, there need to be other items players want to buy. If gil doesn't have enough other uses, it goes right back to "might as well have a house, I make a lot more than I'd have to pay as rent".

    Or the other option is for SE to reduce the gil earned from repeatable content. Gil wouldn't need to be reduced for MSQ or one time only quests, and challenge log is probably fine to leave alone since that's weekly. Very low level repeatable content could be left alone as well since the values tend to be very small. But anything the player can repeat multiple times a week (especially treasure map dungeons) could use some adjustment.

    I know some feel that would give an advantage to crafters but crafters get rich because other players have lots of gil with nothing else to spend it on. If they have less gil, crafters will make less as well.
    Fine by me, I make zero gil from repeatable content because I don't do any dungeon-like gameplay sans MSQ. I have other ways.
    (0)
    Last edited by Besame; 07-09-2021 at 06:57 AM.
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