RMT. I keep seeing more and more threads about the "RMT problem" Heres my response and offered solution to further alleviate the issue.
Theres a demand exchanging real life currency for gil. Kill the demand by killing the buyers as well.
Or
Implement a Crysta In-game Token system. Killing RMT presence by allowing both players and SE itself to take a cut from the RMT industry
What is it?
Essentially a cash shop item that gives the player's character (of choice) a token that can be exchanged for game time. Though in the case of FFXIV, i would highly recommend that these token be exchanged ingame for Crysta, that way players can purchase other services than just game time.
For Example:
Cash shop item:
"Other Worldly Crysta Token (10,000)" ((5,000), (15,000), (20,000), (100,000)?)
This item would be purchased for $10 USD. Upon purchasing the item from the cash shop. The item will be sent to your ingame character of choice via Moogle Delivery. This item can be traded with other players at their discretion, with possibly gil as the base of monetary value. Obviously the two players will have to deliberate the worth of such token in gil value.
Very careful restrictions will have to be exclusively placed on such items to avoid exploitation. At SE's discretion.
Why Crysta and not just flat game time?
-Crysta will allow players to purchase other services available through Mog Station, server transfers, cash shop items, game time, and most of all extra retainers. This will give such token a greater demand
What are SE's advantages of implementing such a system?
-SE will take a huge cut of the RMT's market. More players will be spending more money related to the game.
-This action may discourage RMT's presence ingame and force them to seek opportunities in other games.
-More players playing!
Player advantages?
-Instead of "Buyers" risking everything by visiting shady websites, they can conduct a mostly secure transaction between SE's Cash Shop and the ingame players.
-Players that cannot purchase game time or other services through the usual methods, will have additional means of getting game time and services. Whether its travel issues, terrible bank practices, foreign work, or just being from an unsupported country.
Woes?
-increased "Merc" activity, this can see bad or good depending on what side you are on. So this really isn't a (dis)advantage. It can be considered as Pay to Win, but highly controlled circumstances, the players being the ones controlling it, the player is both the demander and the supplier in this case.
-Possibly irregular fluctuations on the Market Board. Again though highly controlled by the player base.
This is just a general mock-up of an idea to help discourage RMT activity. I know many players have a defined hatred for RMT spam ingame. If we can take a huge cut from their industry by implementing a legitimized form of Cash Shop/Gil Exchange system. The objective is to remove RMT's from the exchange of gil and leave it mostly between the players and gil.
Other games have implemented such a feature (though mostly limited as a method to pay for game time). So its already in practice in the MMORPG industry, it just depends on the company's ethics on such practice.