I think it would also get complicated when you account for more days subbed = discount and Legacy discount and retainers. There is already issues with the time cards not taking any of that into account. There is someone making quite a profit off those somewhere.
I'm doubtful there's any way for them to implement such a system without consequence, even temporary. What that ends up being, I don't know. Who all is really worried about inflation? Let's say it is temporary. Then what? Gil is easy as hell to make in this game. I don't have any crafting skills maxed, and can pull in 3-5m a week from dungeons, gardening, and retainer ventures. Is a few thousand gil really that big of a deal, if in the end it only lasted a few months tops?
I for one would like a way to earn/purchase gametime without having to actually use real money. Like I posted earlier in the thread, I also think the game needs a much longer lifespan before such a system be considered. It's not time yet.
Last edited by Laerad3993; 03-09-2015 at 10:20 AM.
Well, at the risk of sounding like a broken record from other people's posts, but the way WoW is implementing their system is rather ingenious. A lot of games before has done things to try to create gold sinks, like putting a couple dozen game time scrolls up for sale on their market boards so that the super rich in game players would buy them. This was successful in sinking a little gold out of the economy, but unsuccessful at making any money for the company. The way WoW is doing theirs is where players can buy a scroll, and either use it, or sell it at a set market price that they can't change. I think that would be a great system that would control the effects that the scroll would have while still making the developers money.I'm doubtful there's any way for them to implement such a system without consequence. What that ends up being, I don't know. I for one would like a way to earn/purchase gametime without having to actually use real money. Like I posted earlier in the thread, I also think the game needs a much longer lifespan before such a system be considered. It's not time yet.
I can see that working. I'd much prefer a set price, rather than have it left up to the players. At least that way you wouldn't have to worry about price manipulation of any sort. Wouldn't they also have to implement a system that either prevents it from being traded 1v1, or create a system that locks the trade to not being allowed unless the exact amount of Gil is placed up for trade as well?
I can't be entirely sure how they are going to implement this. I'd assume that all items would have certain limitations put on them. For example, an item might be character bound, meaning that it can't be traded, put on market, or even given to another character on the same account. Then, an item might be account bound, meaning it can't be traded or sold on market, but it can be transferred between characters on an account. This system is easily seen in games like Guild Wars 2, where the bank is shared by all characters. Also, an item might be considered "Regulated" meaning it can be used by the account, the character, but can not be traded freely. Then an item might be tradable, which you allow it to not be limited by any restrictions. Such a system wouldn't be too difficult to design, and it would have more applications than other than just time scrolls. I could see a game using it to control all its cash shop items more effectively to limit their effect on the economy. Other regulations are things like you can only buy one a month/week/day, etc. These kinds of limits would keep the market from being flooded.I can see that working. I'd much prefer a set price, rather than have it left up to the players. At least that way you wouldn't have to worry about price manipulation of any sort. Wouldn't they also have to implement a system that either prevents it from being traded 1v1, or create a system that locks the trade to not being allowed unless the exact amount of Gil is placed up for trade as well?
Last edited by Ceodore; 03-09-2015 at 10:41 AM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.