Quote Originally Posted by Elexia View Post
Stopped here because you forgot to mention:

1. Gil was in surplus at the start of service, you could literally make millions on guildleves in a relatively short time compared to now, even spamming 99 leves you won't hit a million+ gil in as short of a period, simply because the way rewards work when you're over leveled and the fact low level leves don't produce that much gil as is.

2. Vendor prices were much much higher on certain items early on as well, thus people made twice as much gil selling to vendors then compared to now.

So while yes "working more/longer means you have more gil", you have to take into consideration that isn't why a lot of people actually had a lot of gil compared to someone new playing (in present time), especially if you're comparing to someone who started in 2010 when the game was horribly broken and horribly unoptimized in even its singular content system.

Nowadays you don't get near as much gil from leves like you used to, not even faction leves. Evaluations can come close (specially for achievement) however it's no where near as lucrative as 2010 just doing regular 8 leves every 36-48 hours ontop of vendoring everything you get for 1-5k a pop.
This...
Plus this thread has absolutely nothing to do with new people making less than old people. It has to do with the amount of money in circulation on different servers and how that could effect SEs decision making

For example: say SE implemented a repeatable dynamis. They had to decide on what to charge for an hourglass. "look at all the players with capped gil, lets charge 5mil a pop" they might say. So on my server, 5mil a pop is nothing. But on a new server people might need to work for weeks or months to get 5mil. Hence people on the new server cry about how its unfair, and SE drops the price to 500k. But now people on the old server can do like 1000s of dynamis runs. People on the new server cry that people on the old server have 10 times more dynamis gear then them. SE abandons gil and makes everything a primal fight.

Thats just one -possible- example.

Yes, they can work around it if:

They treat different servers differently (resulting in cross-server rage at unfair treatment)
But then, they can't let anyone ever transfer to that server because if 10 people brought capped gil they would destroy the servers economy

They never use gil as anything more than trading currency
In this case they might as well just get rid of npcs that sell stuff. Make airships and stuff like that free. And never introduce elite dynamis-level gear that have purchasable items (as people with 999,999,999 will grab them all up like hotcakes and have a dynamis weapon a month after its released, again pissing ppl off on the new servers who will never see one for years)

And there are a lot of other very good ways they could work around it mentioned here.