Quote Originally Posted by Jojoya View Post
But if houses will continue to be a limited supply with some players always left wanting, I'd rather see rent added as a deterrent for those who buy because they can but don't actually use their house.
That's probably the best way to approach rent with the gil sink being a very nice bonus to all of this.

Quote Originally Posted by Jojoya View Post
Or the other option is for SE to reduce the gil earned from repeatable content. Gil wouldn't need to be reduced for MSQ or one time only quests, and challenge log is probably fine to leave alone since that's weekly. Very low level repeatable content could be left alone as well since the values tend to be very small. But anything the player can repeat multiple times a week (especially treasure map dungeons) could use some adjustment.
That's been needing to change for a while.

Quote Originally Posted by Jojoya View Post
I know some feel that would give an advantage to crafters but crafters get rich because other players have lots of gil with nothing else to spend it on. If they have less gil, crafters will make less as well.
With as easy as it is to get desynthing open, and how good of a money stream that is, some of this is people being lazy. Once you have desynthing across all the DoH classes (except CUL) then just roll greed on all the loot, desynth what you don't use, and put it on the market for -1 gil of whatever's the low for the item. After that point, you never have to touch the DoH classes again.

I know you can do far better with other crafted items, but it's still easy enough to turn on that cashflow that it's something worth doing regardless.