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  1. #41
    Player
    Arik's Avatar
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    Mar 2011
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    40
    Character
    Arik Viceroy
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Nyx View Post
    I cant beleive how this thread is half responses to a person who cant understand that when you buy an item off the wards you are paying the person who put it up and the gil does not disappear from the game.
    Who said this wasn't the case?
    (0)

  2. #42
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    Aug 2011
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    Quote Originally Posted by Arik View Post
    First, no need to be rude.
    Second, your entire scenario supposes that once you buy the item, it has no worth.

    Is this true?..... Once you buy an item, it no longer has worth?

    Yes, the 2mil in Gil that you used to buy the item is no longer liquid....but it still represents 2mil in Gil. That's why you are able to sell it back for the same 2mil gil that you payed for it.
    Holy 5th grade. I'm done in this thread.
    (0)
    Scarface Champion, back from the dead.....AGAIN... 3 strikes and I'm out? Lawl
    http://perfection.guildwork.com/

    Someone hurt my feelings today, this is what I did to them.

    Quote Originally Posted by Shougun View Post
    Reported them

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    This sounds awesome!! Can't wait to esperience it!!

  3. #43
    Player
    Arik's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Arik Viceroy
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Kaizlu View Post
    The gil is "solid", it exists but in the pockets of another player. Even if you sell that piece of gear and get all your money back you aren't adding money to the economy - just moving it around players. The "real" worth and the only way to get "new" money is if you sell to NPC (since money is just being created out of nowhere and not just moving around players)

    And what happens when you blow up the item you bought?
    It's effectively removed from circulation, correct?
    (0)

  4. #44
    Player

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    Mar 2011
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    Besaid
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    5,019
    Quote Originally Posted by Arik View Post
    And what happens when you blow up the item you bought?
    It's effectively removed from circulation, correct?
    thats not the point

    its still not gil

    an item, is an item, a gil is gil


    1 gil will always = 1 gil, and an item will always fluctuate on its percieved value


    in truth, your item is actualy only worth as much as you can vendor it for.



    If this game launched today, and you made an item worth 2mil gil, does that mean you put 2mil gil into circulation? no it does not, cuz an item is not gil.

    you dont seem to understand this concept in the least

  5. #45
    Player
    Arik's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Arik Viceroy
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    As a matter of fact, looks like it was just a bad day to post in the threads.

    Later everyone, see you all in game!!
    (0)

  6. #46
    Player
    Powercow's Avatar
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    Mar 2011
    Location
    Windurst!
    Posts
    783
    Character
    Powercow Cowcow
    World
    Excalibur
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Arik View Post
    And what happens when you blow up the item you bought?
    It's effectively removed from circulation, correct?
    The item is, yes. Nobody's concerned about a flood of goods into the system -- amazingly that hasn't happened yet, in large part due to the materia melding explosions. We're talking about currency inflation and how to deal with that.
    (0)
    If someone wins an argument, they have learned nothing.

    FOR DOCKHAND!

  7. #47
    Player
    Kaizlu's Avatar
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    Jun 2011
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    472
    Character
    Schneizel Alstreim
    World
    Diabolos
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Arik View Post
    And what happens when you blow up the item you bought?
    It's effectively removed from circulation, correct?
    It would look ugly if I quote myself, but check my other post with the example (should be in the previous page)
    Basically, while you are removing gil from your pockets, even by blowing up the gear you are just giving money to a player, and if you get the mats (and blow it up too) those items were never in circulation (or converted to gil) so they don't affect the economy (unless you actually sell something)
    (0)

  8. #48
    Player
    Ekans's Avatar
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    Oct 2011
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    9
    Character
    Snake Lord
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Arik View Post
    And what happens when you blow up the item you bought?
    It's effectively removed from circulation, correct?
    It's does not matter if you have the weapon or you blow it...the 2M you paid for is in somebody else pocket....and if the same weapon as been sold several time its only the taxe that is not in the economy anymore so it's the same 2M that is going from pocket to pocket until someone keep it for good or blow it or give it dbl meld to the npc.
    (0)

  9. #49
    Player
    Hulan's Avatar
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    Jun 2011
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    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Disclaimer: I am not an economist, however, MMOs are hardly what I would call a normal economic system either. As such, I'm going dive in head-first into this debate armed with a cursory understanding of macroeconomics and pray I only get corrected a few times.

    From a developer's standpoint, the goal should be to preserve as close to equilibrium as possible. That is, an equal flow of monies coming in and going out of the system. MMOs have a somewhat unique situation in that they are constantly minting new monies, so the flow out needs to be equal in order to curb inflation. In a generic MMO, monetary units generally come into the game through the following:
    • Quests/Missions
    • NPC shops
    • Monster/Dungeon Drops

    These three things can be further divided into two categories: static, and continuous. Quests and missions, generally, fall into the static category. Once completed, they are done. Developers can simply say y = px where p is the number of players, x is the sum amount of money made through static quests and dungeons, and y is the amount of money added to the economy.

    Fundamentally, static monetary content like this is harmless, since the more players you have, the more monies you should have in circulation anyway. It is the second category, made up of the other two types that are "dangerous". That being said, with careful tuning, they can be quite predictable as well. Monsters, for instance, take a known amount of time to kill (about 10 seconds in FFXIV for farming). The amount of money produced by a given player in a given time can therefore be calculated as y = (D + M) * (T/dT) where D is the average drop worth at an NPC for a given monster, M is the average money value dropped by a given monster, T is the average amount of time the developers expect players to need to farm (this is not an actual number, but rather a metric used as a baseline for the worth of all other items) and dT which is the delta time for any one monster to be killed.

    What's interesting here, is that that formula - while not precise - does show that the amount of money coming into the system is in some way proportional to the number of players active in the game (each player produces y monetary units per day).

    On the other side of the coin, monies generally exit the game through the following two ways:
    • Taxes
    • NPC purchases

    FFXIV is somewhat unusual in that very little money exits the economy through the NPC market. Ignoring NPC purchases for a moment then, we see something very interesting if we look at the way FFXIV has set up it's Taxes. Let's say that x percent of the servers economy moves through the wards in a given day (I would estimate x to be somewhere around 20%, but honestly it's not very important for the point I'm making here). If the game were to go through a massive inflation burst, the amount of money going through the market would increase, but the percent of the economy moving at any given time would stay close to the same value.

    Now, given that the game takes a shaving off the top of each purchase, approximately 0.05 * x percent of the in game money gets removed per day from market taxes. This has some interesting ramifications. Consider this, the amount of money coming into the game is based on the number of players, while the amount of money going out of the game is based on the amount of money currently in the economy.

    Let us say, for instance, that the game has 1x1010 (or 10 billion) gil and the dev team suddenly dropped 1,000,000,000 gil into the game randomly. And let us assume that each day 20% of the money in the game travels through the markets (5% being shaved off each time). Before the stimulus, 100,000,000 gil was being taken out of the game daily, while some large amount (we'll say for simplicity's sake that we're at equilibrium) 100,000,000 was being added. Meanwhile, after the stimulus, 110,000,000 is being removed, but only 100,000,000 is being added. The economy is slowly brought back into equilibrium after about (ugh, I don't feel like doing calculus today, so I'm going to eyeball it, sorry, if someone wants to check that actual number I would appreciate it) 30 days.

    Unfortunately, they have completely shot themselves in the foot, by implementing a cap, fairly well crippling the balancing effect of the tax. When looking specifically at the issue at hand, I would say that the economy actually has a pretty decent set of checks and balances in place already, if they were to add a "constant" output flow like the one you are suggesting, it would basically lower the baseline equilibrium, but generally I think it is not needed. The cost of entry is not terribly high, and while many players have exorbitant amounts of gil, most mid-tier items are cheap enough that an entry level player could afford them with minimal work (gil from static sources such as the main quest should actually be enough to gear your first job at 50 for the most part, given just entry-level crafted gear). Most high-tier gear is from end-game events, not crafting, and top-tier crafted gear is meant to be for the extremely persistent.

    Speaking as someone who will never be able to afford a Relic, I think that from a purely balance perspective, the system works well enough as is. Though I do think the taxing could use some tweeking (remove the cap really would be my only complaint).
    (0)

  10. #50
    Player
    Tricksy's Avatar
    Join Date
    Mar 2011
    Posts
    331
    Character
    Isis Myrlin
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by charlemagne View Post
    Well there is some small element of a gil sink in this. We still need to buy some mats from an npc. Coke for example.
    Coke? Did you say? Nah... I must be confused... Coke? But...

    Coke?

    o.0
    (0)

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