Quote Originally Posted by hydralus View Post
Not a fan of this solution. Putting a cash value on things you do in-game will introduce thoughts like, "Spending 3 hours to get 100 yen sucks, I'll just buy it" and is in fact used that way in many free to play games. It encourages people to do the mental conversion of "Do I spend 10+ hours and wait 2 months farming enough tokens OR spend 2 minimum wage hours in pay on an item." which I suppose if your goal is to encourage people to buy more stuff from the cash shop this is a great idea.
While I personally would of course much prefer that all in-game items are available via in-game means only, I do understand that asking them to go that far is not realistic. And on top of that, there are already such items - level skips, retainer level skips, MSQ skips, dyes, and yet still people are levelling, and doing MSQ themselves, and gil market for dyes is thriving even though farming 5 million gil to get 10x jet black usually takes a lot more time than half an hour required to get $7.5 at typical job.

Hybrid approach like this will let company keep earning additional money while not making players feel as tense when they add yet another item into cash shop. Besides it enables people who can not afford cash shop items at all to actually be able to get them instead of being permanently locked out.

Either way - no matter which way - it's really about time to start at least somewhere, at least with something. Even if it's not the perfect idea.