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  1. #1
    Player
    Alisi's Avatar
    Join Date
    Apr 2015
    Posts
    642
    Character
    Tempest Deep
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by RubyCirha View Post
    Ill be honest stuff on the mb will always be expensive cas people like milking the most they can out of stuff i mean 20 mill for a top no thanks ill farm the mats myself at that price what im saying is no amount of gill sink will fix the current mb problem
    People milk prices when they can. IE: when they don't have the competition. You throw 10 people into the market and the prices will fall. For example, I was selling sets of stuff. Another seller was actively trying to drive everyone else out of that market. He was selling them for 2m for each item when he had no competition and was driving the price down to 500k when someone else tried to post stuff. He got away with that because he had the gil to outlast people, and once the people were out of the market, he reset the prices on those items back to what he wished to sell them for.
    (1)

  2. #2
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Alisi View Post
    We need NPC's that sell exclusive mounts, minions, glam, etc. for exorbitant amounts of gil to act as a gold sink and balance things out. I'm talking big amounts: 250m, 500m, or even 750m. People will buy them.
    The only issue with an npc is it will be a guaranteed purchase. Meaning the players that want to make gold will buy them once, forget about the npc and in some time later will just remake all that money back and things will be back to square one again. Old Everquest 1 probably had one of the better money sinks. They put in a casino. Pay some money to an npc for wheel tokens, use the tokens at a wheel and have a chance at winning some very rare sought after items, some that didn't even exist no longer in game. At a very low RNG chance of coarse. It kept the money makers coming back for more and did stabilize the economy over time. If they did something similar here and put those mounts, minions and what not as the carrot on the stick to keep the money makers coming back for more. That could be better over time instead of just buy and forget.

    *Edit*
    Before it comes up of "well they can just add more items to the vendor!" Yes they can....at a cost of constant dev time "Sorry everyone! we had to spend a lot of time designing new and unique glamors and mounts for the money sink vendor this patch cycle again. Due to time issues the new dungeon token armor will be another recolor!" and so on.
    (4)
    Last edited by Aylis; 02-18-2018 at 11:15 PM.

  3. #3
    Player
    Marcellus_Cassius's Avatar
    Join Date
    Jun 2011
    Posts
    318
    Character
    Marcellus Cassius
    World
    Hyperion
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Aylis View Post

    *Edit*
    Before it comes up of "well they can just add more items to the vendor!" Yes they can....at a cost of constant dev time "Sorry everyone! we had to spend a lot of time designing new and unique glamors and mounts for the money sink vendor this patch cycle again. Due to time issues the new dungeon token armor will be another recolor!" and so on.
    I'm sorry but that is part of the mmo feel, the fact that they're not doing that already is the problem. People play these games for all sorts of different reasons and do different things. I haven't stepped into a savage or extreme trial in years, should I start complaining of dev time spent there? Or PVP, I like those PVP mounts man but no way I'm grinding that stuff, and that's ok I don't find it worth my time, why is gil different? Don't like to craft or gather? that's fine don't do it. Why is it that when it comes to gil all of the sudden everyone is entitled to the rewards? You're performing an activity, in PVP you use strategy to best your opponent and get more points towards your reward. Both activities take creativity and strategy, why do we reward one differently? Or in this case, not reward one at all.

    Not in response to quote or person, general thoughts:

    New gil sinks are needed, yes some of those players whom are able to spend that kind of money will make it back easy and that is not a bad thing as gil is being removed from the server and the gil players are re-obtaining is not newly introduced gil but gil which was already in the economy.

    And you can't afford it so no go, no way? not everything has to be geared to you. Different strokes for different folks.
    (3)
    Last edited by Marcellus_Cassius; 02-19-2018 at 12:48 AM.

  4. #4
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Marcellus_Cassius View Post
    I'm sorry but that is part of the mmo feel, the fact that they're not doing that already is the problem. People play these games for all sorts of different reasons and do different things. I haven't stepped into a savage or extreme trial in years, should I start complaining of dev time spent there?

    New gil sinks are needed, yes some of those players whom are able to spend that kind of money will make it back easy and that is not a bad thing as gil is being removed from the server and the gil players are re-obtaining is not newly introduced gil but gil which was already in the economy.

    And you can't afford it so no go, no way? This is what is killing the mmo scene, not everything has to be geared to you. Different strokes for different folks.
    They could just stick gil sink options in gold saucer for capped crafters. Problem solved. Just give crafters their jumbomatic 5000 moogle ovens, anvils, etc with little moogles flying around the top like bumble bees and sparkles coming down from the heavens for a couple of million gil. Here's the problem with that idea, though. No one would buy them because they are zero effort to get for a crafter making millions of gil. They'd buy them all but once and it's over with, so they'd have to make them a limited time item and then be required for some kind of end game craft, which puts items onto the market board that adventurers buy.

    Basically, if they give crafters a gil sink that is strong enough to make their gil cap issue go away, it could just throw the entire economy into entropy and take more gil out of the system than is getting introduced.
    (0)
    Last edited by Colt47; 02-19-2018 at 12:43 AM.

  5. #5
    Player
    Selova's Avatar
    Join Date
    Mar 2017
    Posts
    833
    Character
    Veliona Umrtia
    World
    Leviathan
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Aylis View Post
    *Edit*
    Before it comes up of "well they can just add more items to the vendor!" Yes they can....at a cost of constant dev time "Sorry everyone! we had to spend a lot of time designing new and unique glamors and mounts for the money sink vendor this patch cycle again. Due to time issues the new dungeon token armor will be another recolor!" and so on.
    People really need to stop waxing hyperbole with this statement. I keep seeing the whole "They shouldn't implement X because I don't feel the game needs it/want it myself because it would cost dev time/resources/a raid tier and their time would be better spent in some other area of the game." regurgitated constantly on these forums.



    It seems people don't understand how development in a MMO actually functions and is the go-to excuse people like to use. They have tons of people in multiple departments that work on differen't areas of the game, people have this misconception that it's the same core group of devs that work on everything all the way from pvp to savage raid design and tuning, which is false.


    Stop using this flawed logic to try to justify your arguments on why they make certain design choices that don't fit in your scope of what you want from the game. It makes you look foolish.
    (5)

  6. #6
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Selova View Post
    Stop using this flawed logic to try to justify your arguments on why they make certain design choices that don't fit in your scope of what you want from the game.
    This is true...but...we're talking about glamour/mounts/minions here. If the department responsible for these things have a constant stream of work for making these items for the sake of an NPC that gates them behind a wall of gil, we'll get them work less on those that are gotten through dungeons, raids, trials and similar more accessible content. And all that for a system that's flawed from the beginning and is asking for promoting gold-sellers, cause you know, the average player will never get that amount of gil without buying it. And people will be more inclined to do that, unlike now, when there is not that much content that is really costly to the point of being unachievable for the random guy.
    (1)

  7. #7
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Selova View Post
    People really need to stop waxing hyperbole with this statement. I keep seeing the whole "They shouldn't implement X because I don't feel the game needs it/want it myself because it would cost dev time/resources/a raid tier and their time would be better spent in some other area of the game." regurgitated constantly on these forums.
    Except never did I once say it /shouldn't/ be implemented. I feel it should be implemented. I said it needs to be implemented in a way that doesn't need /continual/ development attention patch after patch after patch. We all know the dev team is very small after all. If something needs constant attention, then yeah. With a small team, other things do have to get cut out.
    (0)

  8. #8
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Selova View Post
    People really need to stop waxing hyperbole with this statement. I keep seeing the whole "They shouldn't implement X because I don't feel the game needs it/want it myself because it would cost dev time/resources/a raid tier and their time would be better spent in some other area of the game." regurgitated constantly on these forums.



    It seems people don't understand how development in a MMO actually functions and is the go-to excuse people like to use. They have tons of people in multiple departments that work on differen't areas of the game, people have this misconception that it's the same core group of devs that work on everything all the way from pvp to savage raid design and tuning, which is false.


    Stop using this flawed logic to try to justify your arguments on why they make certain design choices that don't fit in your scope of what you want from the game. It makes you look foolish.
    Preach and Preach some more!
    (0)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  9. #9
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    From the way this sounds it's more of a crafter related issue than a player issue. I can tell you right now that non-crafters are rarely gil capped. The most lucrative adventuring jobs right now include playing Tanks because of the extra rewards from roulette and possibly healers as a distant second. The fact is crafters are just in a completely different universe than the majority of people playing the game of FFXIV. The real issue is that players who do primarily the disciples of war and magic have little to offer to the crafters, while the crafters have everything to offer to the former. We can at most get gathering goods in small bundles from retainer outings and pass on whatever useless crafter junk crops up in dungeon runs. Raiders can at least farm major craft materials from the primal EX fights, but honestly is there anything else?

    Ugh, this is why I hate craft systems in this style of game. They never worked right and yet developers keep jamming them into these games like they are the most popular and wondrous thing in the world. I don't think I've met one person that has liked crafting because it's so unique and interesting and innovating. Usually it's because "It makes me boat loads of money!" and that's the end of it.
    (5)
    Last edited by Colt47; 02-19-2018 at 12:33 AM.

  10. #10
    Player
    Marcellus_Cassius's Avatar
    Join Date
    Jun 2011
    Posts
    318
    Character
    Marcellus Cassius
    World
    Hyperion
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Colt47 View Post
    The real issue is that players who do primarily the disciples of war and magic have little to offer to the crafters, while the crafters have everything to offer to the former.
    Well, they could try to bridge the gap between rewards offered via battle activities and the services provided by crafters/gatherers. For example, maybe consider allowing raid groups to sell the triple triad cards and mounts that drop from savage content on the market board. Or maybe in this new Eureka content allow the sale of some of the items used in relic progression. There are tons of things they could do promote the battle player-crafter/gatherer interaction. But we've got this rare/unique-market prohibited thing slapped on us that, while I recognize its utility against RMT, could use a tweak here and there.
    (2)

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