It's actually pretty impossible NOT to make gil on most servers.
Run dungeons, do your dailies, harvest treasure maps.

It's actually pretty impossible NOT to make gil on most servers.
Run dungeons, do your dailies, harvest treasure maps.

You don't need to sell high LV mats to make money either, sell cotton/flax/shards/etc.
People who want to power thru levels will buy them, even I do when I cbf to gather my own stuff. HQ mats sell quickly especially if you aren't price gouging. Don't expect a huge flow of Gil all at once, but an hour of harvesting can net you 10,000+ Gil if you do some research before spamming things into your retainer.

honestly just having a fee for listing would stop ppl from rechecking there posts every couple hours and undercutting the ppl that undercut them
I think the more accurate thing to say is that opportunities on the market has gone waaaay down to the point where its not very fun to participate because it takes far too long to find a market worth selling in. If theres a unit of transactions/day you'll probably find it to be very little.
I personally blame the devaluation of shards from Bots.
I blame it more on philosophy tomes being handed out like candy.

The best way to 'improve' profits from a top-down perspective is to simply increase the rate at which goods are destroyed. The best profits aren't being the only person to sell one item at pricegouge rates, but routinely sell goods at affordable rates.
- relieve certain bottlenecks of high-demand goods, such as fish catch rates for oils and foods.
- Improve potency of consumables. Make them more desirable.
- Increase consumption rates of ingredients in recipes that the AH has established as 'garbage' (less than 10 gil)
- Give dungeon gear a socket so they become a consumer in the materia lifecycle
- Boost effectiveness of elemental materia and raise stat caps
- Make endgame gear crafted, and not NPC gifted. Allow endgame crafters to be a part of endgame content.
No offense but I would recommend a lot of you to re-evaluate your approach to the market boards.
The markets have stabilized to fit what your server consumes. You need to take the time to analyze this if you really want to make an abnormal amount of gil. Anyone could make money off monopolized and high demand markets at the beginning of any MMO but it takes a true MMO merchant to continue to make money after easy-mode. It is not that the gil and market isn't there, its that the skill level required to play in the market has been bumped up quite a few notches. If you don't have the ability or aren't willing to obtain the ability to play the markets at the current skill level required, you won't make anything.



I'm making about 50k per day with very little effort. And since my FC has a house now, and all the jobs I care to level are already 50, there's nothing to really spend my money on so it adds up very fast. I was broke two weeks ago (after donating millions to the housing cause), and I have over one million again. I sell a lot on the MB, and buy almost nothing. I gather all my own mats so everything is 100% profit.
It's not hard, and certainly not impossible. It's just a matter of finding your niche, and changing it as needed. Last week I was doing ingots, this week I'm mostly fishing and making mats using fish. Next week I may go back to ingots, might stick with fishing, or could do something totally different. Prices fluctuate. Cloths and Leathers took a dive a few weeks ago, but they may yet rebound, like ingots did. So I always keep an eye on the MB to see what's selling and for how much.


TH TH TH TH TH AND PRAY RNG GODS SMILE ON U AND GIVE BLUE BIRDS

Making gil is still possible.
For DOL materials, look for items that sell in excess of shard costs. Shard costs are your threshhold for what is trash and what may be worth time to sell. Keep an eye on sale histories to get an idea of how much is selling per hour/day, in what quantities, at what average cost. If an item is selling at 25 gil or up, it may well be worth the trouble to put something up for sale (around 2.5k for a stack). Don't put up more than one stack of an item up per day, or you will create an artificial ceiling and crash the market.
For DOH goods, level 50 two star items are a 'one a week' sale. There are a lot of high-end crafters, and you can expect anywhere from 0-4 items to sell per day total. Fierce or aggressive competition will only cost you a lot of gil trying to undercut one another. Items that tend to sell better are HQ items used to turn in leves for lazy crafters seeking to pay their way to L50. There a healthy variety of items to be made, and if you price reasonably, you can cut a fair profit while putting out prices that lure prospective buyers to take that route. Remember, you want it to make it worth not just your while, but theirs as well.
Most of the rest, particularly low value 'trash' and low value items in small quantities, are probably best vendorized or otherwise taken out of circulation. High value items, of course, by all means, toss them on the market; eg two-star philo ingredients, maps or TH drops, and rare dungeon drops such as Fine Wax or Amdapori stones.
Attitude is half the game. If you can't get over yourself, you're not at the top.
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