Quote Originally Posted by Rukkirii View Post
We will be setting up fresh new Worlds for the new players so that they build the economy from the ground up and if an existing player wanted to play on a new World, they would have to create a new character on that World.

New players wanting to play with existing players will be able to create a new character on their World as long as the population limit has not been reached. We currently have no plans of setting up a new World where existing players can transfer to right at launch.
So when determining how to price gil sinks in the market (such as dynamis-like raids) how will you determine the cost? If one server has a brand new economy and another server has millions of gil, you will either have:

1. a high-price, easily affordable on old servers but not affordable on new servers

2. a low-price, easily affordable everywhere ruining the gil sink concept

3. Two/Multiple different prices which will never be fair as it is nearly impossible to create an index of players who have lots of gil but aren't currently playing, and nearly impossible to predict when players hoarding gil will return.

Or you completely limit the game from any price controls what-so-ever, which seems like a recipe for disaster.

So basically, how does SE intend to deal with the obvious economic problem of having multiple DIFFERENT economies, without creating unfair policies that benefit one server over another, and alienate players or cause mass-migrations when server transfers are open?

And if this doesn't sound like a serious issue. Consider applying US monetary policy to Nigeria, or Canada, or France. Ask any economist and they will tell you what a disaster it would be.