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  1. #31
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Its good that gil means nothing, it makes gilsellers less of an issue.

    Gil is allowed to be nothing in this game. The real currency is tomestones etc, and because of the weekly caps SE ensures everyone is as rich or as poor as each other.

    We don't want to go back to FF11 times where we defeat bosses for crafting materials and having to farm/mine/fish for a month to be able to afford the rest of the materials or to just go to the AH/Market Board to just buy the final crafted item.

    Its also worth pointing out that FF14 has had an inflation problem before, and everyones gil was reduced from 1.x to 2.0 to a 1/10th of the gil they had.

    That said, rich players should be encouraged to "reinvest" their gil

    Charge players a weekly rent for their Housing
    Charge players a weekly fee to use retainers
    Actually have some decent gambling halls in the Gold Saucer
    Add loot boxes lol

    That would be a start.
    (0)

  2. #32
    Player
    Alisi's Avatar
    Join Date
    Apr 2015
    Posts
    642
    Character
    Tempest Deep
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Altanas View Post
    Charge players a weekly rent for their Housing
    This would hurt people who save up just enough to buy the house and wouldn't really touch those with a lot of gil. =/
    (3)

  3. #33
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    I am extremely pro-gil sinks.
    I mean sure, add your overpriced mounts as well but the thing we need more than lump-sum sinks is constant expenditures.
    Currently off the top of my head I can only think of 4 "true" gil sinks.
    1. Marketboard tax (probably the biggest contributor).
    2. Teleport
    3. Repairs
    4. Housing

    Example would be to toss some crafting materials on NPCs as NPC-only items. 1.0 did this well, by putting mats such as Coke, Potash etc only obtainable for 50k from a vendor. This effectively forced that amount of gil out of the economy every time someone crafted something.
    Increase repair costs (relaxing/lowering these costs was the wrong move).

    Another would be to add a gil cost to melding.

    Housing and 1-time purchases are fine to get rid of lump sums but they do nothing to keep the value of gil down..
    A 750 mil mount? No worries.. Mr. Cappedgil can probably make that back in a few weeks / months.
    (9)
    Last edited by Altena; 02-19-2018 at 01:04 AM.

  4. #34
    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)

  5. #35
    Player
    Alisi's Avatar
    Join Date
    Apr 2015
    Posts
    642
    Character
    Tempest Deep
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Altena View Post
    Example would be to toss some crafting materials on NPCs as NPC-only items. 1.0 did this well, by putting mats such as Coke, Potash etc only obtainable for 50k from a vendor. This effectively forced that amount of gil out of the economy every time someone crafted something.
    Increase repair costs (relaxing/lowering these costs was the wrong move).
    I'm all for this. Like make blood pepper a vendor item or add more craftable mounts that require items from NPCs (that cost a lot.)
    (3)

  6. #36
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    A gold sink is a gold sink only if:
    1) It is constant.
    2) It is comparable (or greater) than the new gold generated.

    Failure to do that leads to nothing but causing even greater ravine between the rich and the poor. The rich will still be rich (and actually richer, since they will reach the cap while having more stuff to show off) while the poor will be even poorer, because they will spend an exorbitant amount of money on something that won't progress them.

    In other words, selling anything that is not a consumable is NEVER a gold sink. What is a gold sink is the market board tax, since you HAVE to spend money on it whenever using the market board. But that gold sink, on the other hand, is too low to compete against the increase in gold. And it's not even possible to sell many things on the market board in the first place. Teleportation is also a gold sink, but it is also extremely small. Repairing...the same. Glamour prisms would be gold sinks if not for the fact that they're not bought with gil. Though even if they were, they'd be inefficient as well.

    What could be an efficient gold sink?! A non-avoidable tax every week/month that cuts the amount of gil a person have by 10% or so. Period. It would instantly cut the gil in the game by 10% every single week. And what's more important, the less someone would have the less they would "lose" and the less effort there would be to regain those 10%'s. As a result, the gil in the game would fluctuate towards a certain average and stay at it, based on how much gil can be generated over time. The drawback?! Other than players getting angry cause most wouldn't see the good side of it, more players would be inclined to buy gold from gold sellers.

    Another way to deal with inflation is...remove gold generation. Leave it only on one-time quests. Remove the ability to sell anything at all to the NPC. Then remove the gold sinks. Have players that want to get gold, get it from other players that have it. Then monitor it. If there is not enough gold in circulation, organize a buy-out event where NPC for a limited time are looking for certain items and pay gil for them. This way, not only gold sellers will need to actually support the market if they will want to actually get gold, but also the gold hoarding is going to be less likely, since players will be forced to actually use the market board actively. Crafting items, even low ones, should become more valuable and actually useful too.

    However, these are pretty extreme view points and as such...no developer is likely to do them. People would complain about how they're playing an RPG, as a hero, not a life/market simulator...so yeah. Don't expect actual gold sinks in this or any other game.
    (4)

  7. #37
    Player
    Marcellus_Cassius's Avatar
    Join Date
    Jun 2011
    Posts
    318
    Character
    Marcellus Cassius
    World
    Hyperion
    Main Class
    Warrior Lv 70
    Gating expensive mats to an NPC may affect the consumer negatively.

    I was thinking something a bit more modest....like...


    EDIT: Needs special Magi-Tek super expensive fuel to run, there's your constant.
    (0)
    Last edited by Marcellus_Cassius; 02-19-2018 at 01:30 AM.

  8. #38
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,385
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    It would have to be a constant gold sink. And even then the people you are trying to affect are literally untouchable.

    There could be a gil tax, but then there are questions to where is it taxing on you, does it tax your retainers as well, or you as a whole, how much of a tax.


    If the rich are getting richer, isnt that similar to real life?

    And why do you have a problem with how much gil someone has? As long as they earned it fair and square who cares how much they have.
    (1)

  9. #39
    Player
    Youkulm's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    847
    Character
    Arle Egress
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    Have to agree with OP. This game has badly needed gold sinks for years. Housing was never enough, not even when the prices were a lot higher than they are now. It's clear they intended it to be a gil sink based on how older/richer worlds houses cost so much more.

    They could always just do what they did at the start of 2.0. Chop everyone's gil down to size... Gil sink would be better though. The amount of people with max gil on each retainer is staggering.

    Like Derio said above me though, it would need to be more than just static mount/minion purchases for high prices. It would have to be more consistent along the lines of gear repair. Gear repair also wouldn't work in the long run though as you can circumvent the cost by repairing it yourself ( what almost anyone who crafts does anyway ). I wouldn't even know what to suggest that wouldn't harm new players ( repairs/teleports ) aside from optional Mounts/Minions/Glamour and so forth.
    (2)
    Last edited by Youkulm; 02-19-2018 at 01:32 AM.
    Quote Originally Posted by Hundred View Post
    These forums are so melodramatic I feel like I'm watching a latin soap opera.
    Any moment now it will be revealed that WHM is cheating on SCH with MNK after having had DRG's baby and DRG is WHM's cousin who is already married to PLD.

  10. #40
    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)

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