
Originally Posted by
Mychael
I appreciate the informed answer, and thank you for making my point. If you think the economy is doing this at the moment, we'll have to disagree. Companies would not make products if there was no profit from crafting them--i.e. Proctor and Gamble would not produce an item which costs more to make than it sells for. Then there are those who say "but it was easy for me to mine/farm/etc this item and I think it's not worth that much! So I will sell it this low..." which is all fine and dandy, but if they put ten seconds of thought into the matter, they could have sold their farmed/mined/etc item for a better profit, probably in less time.
Maybe if every person paid attention to the prices, this wouldn't happen, but people go far below the lowest profit margin, and it doesn't matter what volume they sell because they're losing money per synth (either by the loss from buying mats, or the loss in would-be-profit from selling them). They seem to think that, because there was no cost of labour in gathering their own mats, they have no value, and the "profit" margin starts at 1 gil.
The best argument in favor of the current economy is that "people are paying for exp." With no use for the items produced while leveling a synth, and the additional rapid influx of useless items due to achievements, I can understand how the supply so far exceeds the demand. We can't completely compare the game's economy to real life because P&G does not need to produce 1000 Bent Toothbrushes before they can be a famous company; they don't need to produce Women's Deodorant far in excess of demand just to gain the experience points to make Men's Deodorant. Further, if several companies are comfortably meeting the demands of the market, it would be a bad idea for another to try to compete in that market unless they had some clear advantage starting out; in XIV, the "clear advantage" is DoLs leveled, but there's a constantly-growing number of competitors and constantly-growing supply, while demand is only shrinking as people max out their jobs and optimize their gear.
While fixing the players' understanding of economics could fix this problem, that's not going to happen. I made a pretty lengthy post (I think in TheV's thread about the issue) with some ideas about how SE could basically make crafted items useful, since a surplus is --including more "re-crafted" synths (where you have to work up in "stages" to reach a high-level item (Ash Bow -> Wrapped Ash Bow -> Reinforced Ash Bow -> etc.)--Crab Bows, for example), "scrapping" a piece of gear (for a few materials returned), a wider variety of goods tradeable for GC currency at a higher rate, etc. Are these ideas foolproof? No.
And finally, I do admit that the economy is functional, at the moment, but I think it needs work if we're to take DoHs seriously in the long run.