Hi everyone.
First things that I want to say is I am not a crafter or a gatherer. I am a full combat character and the most levelled gatherer I have is my lvl 57 miner and she's not even fully geared well.
Therefore, I am always broke ingame. The most that I have on me at times are only around 500k or so (on Zalera, one of anima's items cost around 400k) and that is after a week or so grinding levelling roulette until I was at the edge of insanity. I dreaded Stone Vigil or Brayflox with a MCH present (no hate on MCH though).
Let us take into perspective on how much a crafter make and how much I make without crafting or gathering. First thing is we want to look at daily dungeon roulettes except Main Scenario, Mentor, and of course Frontline.
Dailies give the same amount of an adventurer in need bonus. Therefore:
Levelling roulette = 9000 gils;
Trial roulette = 3240 gils;
Level 50 roulette = 5400 gils;
Level 60 roulette = 5400 gils;
Expert roulette = 5400 gils.
Total amount = 28, 440 gils.
Now I main my WAR, so most of the time I do dailies with my axe. Ninety percent of the times, an adventurer in need is a tank. So, I get double that amount.
Total amount + Adventurer in need = 56, 880 gils.
That's how much I make daily without grinding more, and I usually do with the levelling roulette as it gives the most per run as an Adventurer in Need.
Now compare that to the price of one anima item's price on Zalera (I cannot compare prices from other servers but I expect it's somewhere in that average). As of 27/6/16, a HQ adamantite francesca is at 400k gils on average. A crafter can sell it at that amount and you'll need 4 of them. Therefore he/she would make around 1.2m gil just by focusing on one item.
The Idea
My suggestion is to have a multiplier bonus on the AIN rewards after X amount of runs of the same roulette.
For example, after 5 times levelling roulette runs, you get a multiplier bonus of 2x the reward. Therefore, the 6th until 10th runs, you get 18k gils each run. As of the 11th run, you would get a multiplier base of 4x, therefore from 11th to 15th run, you'd get 36k per run.
So cumulatively, we're looking at :
From 1st run to the 10th run,
45,000 + 90,000 = 135,000 gils.
Now that looks like a lot of money (for me at least). But then we need to take a look at how much time is spent in getting that amount.
For example, a Stone Vigil will typically go as short as 20 minutes and as long as 30 minutes (without wipes). We take the middle line which is 25 minutes. For the first 5 runs:
45,000 / (25*5) = 360 gils per minute.
That's obviously very small. But at the 2x multiplier, it will be:
90,000 / (25*5) = 720 gils per minute.
And it will double every 2x multipler bonus. BUT it will take you almost 125 minutes to reach the next multipler, which is equal to 2 hours and 5 minutes. That's two hours of non-stop dungeon-ing.
The multiplier will break when a person decides to choose another kind of roulette or choose a specific instance other than roulette, as well as a daily reset (preferably at reset time of course). This is to balance things so snowballing the amount of gils per run is kind of hard but not impossible.
Why did I give this idea?
Now, some of you at this point is thinking "roulette is not a way to make money, fast." I have gathered some feedback from fellow Zalera players and some of them disagree with the idea, saying exactly that and that there are ways to make money off the market even with combat such as farming for rare items or common lootable items from monsters. They are correct, but this idea is just another choice that players can make and totally will not affect the before mentioned process.
I am not a market person. I cannot read the market as some people can. Some of them have agreed and like that idea as well.
I can only speak for myself but I'm sure there are other players out there who are not interested in crafting or gathering but just want to kill stuff with other people. I get on FFXIV and the first thing that I look at is the Duty Finder. For some other people, it's the GC supply dailies or the Eorzean time for collectibles or prices in the market and those are fine.
I made my way through three times Zodiak questline (one pre-pre-nerf, one pre-nerf, and the last one nerf to the ground), and I make gils to buy materias solely off levelling roulette. Towards some others, this may seem stupid and narrow-minded but I did enjoy the whole process (yes, even the dreaded Light stage I did it with Levelling roulette for my tanks' Zodiak).
This is not a way to outrule crafters or gatherers
Obvious way to point out is that crafters and gatherers make money off the market. Roulette is a separate entity that is ENTIRELY depending on green gil (gil you make from the system and not players).
Less obvious way is that even with the idea installed, crafters and gatherers will still have their advantage over gils per minute. Heck, they can even get more players to buy their stuff with more players taking advantage of the system.
The idea will also promote players to take on extra roles
The whole idea of Adventurer in Need was always about giving initiative to players to try out other roles. My idea wasn't really centered around that but rather centered towards making gil entirely off the roulette. However, it would also be a nice side effect as well to see more players to try this out a couple of times to see how much they make.
Again, this is not to say that my idea is THE best way or fastest way to make gil. It is just a choice for players to take it on.
Conclusion
As a summary, my idea was to have a multiplier bonus every X amount of time a player runs a roulette as an Adventurer in Need, be it levelling roulette or any other roulette. The multiplier bonus will multiply the AIN reward and will "break" when the player enters another kind of roulette or another instance other than roulette.
The reason I had this idea was because I wanted a way to make money entirely off roulette and make it easier on players who do not like crafting or gathering or selling items on the market. This is not a reason to bash on crafters or gatherers, instead I see a way that they can actually benefit from this as well. As more green gil is introduced, more players can afford more items.
Thank you for reading all of this. I had thought of this idea for quite some time but was really afraid of posting it.
Please give feedback, criticism or comments on the idea and as always, keep it civilized. Thank you.