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  1. #1
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    the main issue that FFXIV faces is that there is little to no way to gain gil outside playing the MB , in almost every other game u can go kill a bunch of mobs and vendor all that and get some money , u cant do that in FFXIV because almost all the items u gain are worth 1-10 gil.

    I can understand why they did that ....but in the end u fix a issue and create another one , isnt hard to gain gil? nop , even if u dont craft or gather... but if u dont do that u have to work x100 harder than in any other game.

    the only thing that cost gil atm is glamour, pets , relic quest items , and raid consumables ...the question is what is optional and what really isnt? and how to fix that w/o breaking anything in the process....

    p.d Doesnt help that crafters and gatheres have been treated like trash this expansion...is almost like SE doesnt want ppl to craft / gather...
    (1)

  2. #2
    Player
    -BlueGreen-'s Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Akira Yukino
    World
    Coeurl
    Main Class
    Red Mage Lv 91
    Quote Originally Posted by Warlyx View Post
    the main issue that FFXIV faces is that there is little to no way to gain gil outside playing the MB , in almost every other game u can go kill a bunch of mobs and vendor all that and get some money , u cant do that in FFXIV because almost all the items u gain are worth 1-10 gil.
    If you simply approach this like other games, then I can see how you'd think there's a problem with earning gil in the first place. You're overlooking the challenge log and levequests. With rather minimal effort, you can easily generate more than enough gil to satisfy repair and teleport costs. Leve allowances can even be banked such that casuals can do all their farming on a single day each week if they choose to do so. On top of that, gil practically rains on you during higher level dungeon runs (from what I hear, this is one of the main ways bots farm gil). Honestly, I'd even venture to say that it's a little too easy to earn gil using these methods (especially the dungeon route given the BLM bot spam waves I've seen around).

    I do agree there are problems with the server economies, though. From a smaller server perspective, I don't see >100 slot problem on most items unless they're trash items to begin with (100 slots for 1 gil animal skins, lol). I have noticed that it feels like crafters are shrinking in numbers causing lower supply/competition. I've noticed more often lately that when I go to sell leftovers or things I simply don't need anymore, that prices are pretty crazy high, even on things that should be crazy common (1.2k each for HQ brass ingots, for instance). By the time you get into the specialist-only stuff the prices easily get out of reach of anyone relying almost exclusively on the income streams I mentioned at the beginning (good luck on that anima weapon). For the few people who do seem to be bothering with specialization, they seem to be doing it to hoard gil like mad (for what purpose?).

    My thoughts on what they could do is re-evaluate what they actually think the average player earns in a week gil-wise after accounting for repairs/teleports and such. Then, figure out what they can do to bring prices down to more reasonable levels for things they expect most players to try to do. For example, the costs of land fall outside of this since the amount of plots is far fewer than the amount of players, but crafted items for anima weapons are basically unlimited meaning that most players could be expected to go for that (multiple times, even). 10-20mil total for anima weapon items is unacceptable... that's more than I paid for my small house! It's like saying that there should be more houses than anima weapons in the game.

    They need crafting to be more appealing to more people to increase the supply and competition. The specialization system, and especially gating recipes behind specialization, isn't helping. For starters, I'd recommend one of these options:

    Option 1
    -Remove specialist requirements from recipes and do not ever require specialist for any recipe again.
    -Make specialist accessible at level 30 instead of 50, and give much better skill rewards for specialization so that true specialists focusing on only a few crafting classes are able to get by more easily without cross class skills.

    Option 2
    Remove the limit on how many specialist stones you can have. Sure, still give 3 freebies from that quest, but if you buy more with red scripts make it so that you don't give up existing ones and that you simply add to your collection of specializations making it possible to specialize in all 8 at once. Honestly I prefer option 1 because option 2 is more inconvenient and would make specialization have practically no meaning to omnicrafters and doesn't help non-omnicrafters as much. Granted, option 1 would take more effort for them to implement, so option 2 could be seen as the lazy/cheap way out.

    Would this be enough to fix the problem? My instinct is that it would help, but not nearly enough. Crafting has trouble attracting people to begin with due to the lack of action in it compared to dungeons. Simply put, almost no amount of goodies will attract some people. Others might be on the fence with crafting, interested, but not able to see the point or rewards for bothering with it. As is, if you don't happen to care much about glamours or housing, there's not much attractive about crafting, especially after 3.0 content.

    I agree, we don't need crafted BiS gear. I could only imagine the problems that would cause.
    On the other hand, entry-level raid gear might be an interesting option, especially if it's side-by-side with tomestone/dungeon gear that have different stat combinations. It would give more gear options to players while also creating demand for crafted goods that also happen to be somewhat capped in terms of price by having to compete with gear obtained by other means.
    (0)
    Last edited by -BlueGreen-; 02-15-2016 at 03:32 PM.