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  1. #1
    Player
    Qamaqi's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Qamaqi Aruma
    World
    Durandal
    Main Class
    Pugilist Lv 30

    My idea for faster transactions DoL > DoH > DoWDoM

    Hello, i posted this few months ago in another forum, and yes, english is not my main:

    How to agile the economy in the game:

    I'm seeing no poor ppl in the game because the money is being injected in large quantities from nothing through the leves. This could be a "no problem" now but in the future it might be because:

    Raising DoH requires no money, only time, so the money that is usually invested in other games to raise craftskills was the livelihood of those who was collecting materials (now would be DoL classes). So now there is not this great movement of money between "buyers, crafters and gathers."
    So having that much money per player and continue injecting money into the game will eventually lose the value of money, example: what used to cost 100k gil in a few months could cost 1m gil simply because people have money to pay that but that will hurt new players.

    Worse yet, there isn't a large flow of money between players (comparing the money that moves and exists) and there is no natural means of extracting cash from the game. We see more and more players with tens of millions that do not earn much money for their DoL/DoH but from the money they receive for doing leves.

    Now another factor that is not very nice in game is the fact you must repair all the time your armor and weapons, which became tedious and pitiful to have to be screaming or logged in all night waiting for some crafter deigns to make us the work. It is true that many people do not have this problem because their linkshell or circle of friends have high crafters which do them the favor, but many people do not have this advantage and the game does not provide easy ways for those players who can not wait that long (called casual players). Now many times you found the crafter but not have the materials, and again the wards are not an option to make your purchases faster even with the search function.

    In short, the game seems to encourage additional activities besides combat but has implemented them so badly that the flow of money between players is not as it should be and what is worse hyperinflation is looming future.

    Now how do you overcome this?, There must be some formulas that could provide expert economists, even if I were an economist by profession these MMORPG games offer a perfect opportunity to apply theory. I am not an economist and do not propose a thesis but I have an idea of how to help encourage the flow of money.

    So by now you should have noticed that english is not my main so please bear with me ^^;


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    To encourage the flow of money between crafters who repair, who gather materials and providing users requiring repair your weapons and armor quickly and efficiently and above all provide a way even if it is a small one but it is a way of sink money from the game I suggest a reform of the method of repair, use of retainers, reconsideration of the guilds and implementation of an AH and another things I will list down:
    1. Implement the "Auction House (AH) per city, this does not mean you should eliminate the wards, but disappear the absurd amount of wards that currently exist, so there will be just 1 to 2 wards per city for sale of objects that one chooses to sell separately from the Auction House (like the RuLude Gardens in FFXI),
    2. Implement Mog-House (MH) where one we can put our retainers, ornaments, furniture, etc. (yes this have a meaning)
    3. Enable craft-guilds to be not only for training but rather a place to repair your weapons and armors, that is if they want to make this game feel real, would not it be logical to go where the experts to repair your weapons and armor instead of be screaming or waiting for somebody else to fix it? I think it would be much easier for everyone to go to appropriate guild in the city to repair your items.
    4. Provide the ability to define what I want to do with my retainer or retainers from the following options.
    • Be used as is currently used, as a bazaar in the wards.
    • Choose to use your retainer as an errand boy between you and the Auction House, that is, from any location / area of the game you are you would be able to access the Auction House if you have chosen the option of linking to your retainer for that task. That allows you to buy or put things that are on your MH for sale.
    • Able to link your retainer to a guild of your choice, one retainer for one Guild (leather, weaver, etc ...) more guilds you want to choose more retainers you must pay.


    Now the question, how do these elements improve economy flow and profitable DoH and DoL? I will try to explain below:

    Those who raise DoH may link it with a retainer to a specific guild to offer their services to players looking to repair their things when they are logged out, but the deal is not make betwen players but the guild NPC, and game distributes the paid money in one part in AH buying the materials needed for repair, another ammount evenly distributed between those crafters level or higher that are linked to the guild at that time and finally another amount of paid money stays in the guild for services and serves as a method to remove from circulation a little money.

    Come with an example:

    John wants to repair his armor and go to armourer guild, the npc behind the bar tells him it costs 10k gil, John pays and achieves his purpose and return rapidly to make his business as usual (kill stuff). Of those 10k gil, the guild automatically bought the necessary materials at the lowest cost in AH spending 5k gil just to say, then 3k gil will be shared equally among the 30 crafters on level required or higher for the repair receiving each crafter 3k/30=100g each and finally the 2k gil remaining will be the guild fee for their services and that way we retire gil from circulation.

    This would have benefited to all
    1. The DoM DoW will not waste time searching crafters for repair,
    2. The DoH make money for raise those professions and the more crafts they have more profits, of course you should have a retainer for each craft you wish to link to a guild.
    3. The DoL would be able to quickly sell their materials to the game and forcing players to maintain a constant flow of materials (this is very important) knowing that not only players will buy their farm but guilds too!
    4. Would give a real meaning to pay $ 1.00 extra for each retainer, I honestly would have no problem paying $1 extra if I know it's going to give me gil daily or would let me have access to AH everytime/everywhere.
    5. We avoid some of hyperinflation that will come ahead.

    Thanks if you have come to read up here and would like to read your comments (and yes it was translated in google =P and edited a few)
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    Now some questions made before:

    how do you make more as a rank 40 carpenter than a rank 30?

    The higher rank you are the more repairs you are able to do, EX : player A needs to repair his wand and need carpenter lvl 30 or more and player B wants the same but needs lvl 40 carpenter or more. In that exact moment there are 5 carpenters under lvl 30, 10 lvl 30-39, and 5 lvl 40+ linked to guild. Lets say that from both works the gil that goes to crafters is 15k gil each, then the profits per carpenter is:

    from player A:
    05 carpenters under lvl 30 will get nothing.
    15 carpenters lvl 30+ will get 15k/15 = 1k gil each.

    from player B:
    05 carpenters under lvl 30 will get nothing.
    10 carpenters lvl 30-39 will get nothing.
    05 carpenters lvl 40+ will get 15k/5 = 3k gil each.

    So in total from both repairs carpenters get:

    05 carpenters under lvl 30 got nothing.
    10 carpenters lvl 30-39 got 1k gil each.
    05 carpenters lvl 40+ got 4k gil each.

    Besides that SE can set a top of what value will pay the guild for materials in AH and if no-one is selling under that value then the guild simply wont fix your weapon/armor at 100% instead of that will repair it to % of it, lets say to 70% . That way the people that provide materials will have a mark of how much they can sell in AH some things. Its not a way to stop free market from players but its a way to make SE participate in the market saying "I am not saying you you can`t sell at the price you want, I am saying you that I am a big consumer and this is what I will pay, it's your choice to sell it at this price"

    wouldn't this mean that people can go away for a year and leave their retainers or w/e set to repair and then come back with a ton of money?

    Well if im paying a monthly fee and i am not be able to play for any reason i would like to know that at least i am making money for when i come back. Of course if you are not paying and your account is frozzen you shouldn't earn any gil from your retainers.

    In the end it is just a thought and the point on it was to ease the pain and stress that means to alot of players to repair their stuff. Second was to agile the economy btw crafters/buyers/recolectors. Third was to give a purpose to retainers and finally to provide a way of gil sink in game.

    Crafters should recieve their big proffits from what they synths like good armors and weapons. I am sure that SE will provide many ways to sink gil like services fees (rent chocobo, airship tickets, etc) and the endgame fees, all that will help to give gil a real value that right now doesnt have.
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  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3
    You're right about hyper inflation, so far the few methods I've seen gil leave are through crafting facilities and... buying weathered gear...

    Oh and the Market Ward Stalls...

    I agree with the problem you've highlighted, but not so much the proposed fix.
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