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Thread: Basic Economics

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  1. #1
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    Quote Originally Posted by kukurumei View Post
    All those exist well in FF11.

    auction house tarriffs are different across nations, Craft guilds make specialized nations with their enchantment and lower material price, and regional shops appear disappear, etc,etc,etc.

    And the convient blaming of RMT and bots is pointless at this point, they probably won't even be an issue since this game is turning into a ghost town.

    The economy is just seriously wrong, despite the "fixes" when 90% of the goods are sold to NPC brought from NPC and market wards accounts for maybe 10-20% at most of the population.

    Theoretically speaking if you really have an active population of 1000 on a server, why do you have only 20-40 retainers on the wards? Why isn't the rest of the population selling. The answer is something is broken.
    FF11: That's good to hear about the different things they implemented in FF11. They should expound on those previous experiences and bring them to FFXIV in the future.

    Wards: As a crafter, I can say from my experience that the reason people don't sell is because people aren't buying. I believe this is simply because of a lack of players. 1000 players can equip themselves pretty quick. In fact 1000 is hardly a market at all. Once more people begin playing, the economy will pick up.
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  2. #2
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    kukurumei's Avatar
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    Mar 2011
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    Mei Mei
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    Ultros
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    Leatherworker Lv 50
    Quote Originally Posted by Haraldsson View Post
    FF11: That's good to hear about the different things they implemented in FF11. They should expound on those previous experiences and bring them to FFXIV in the future.

    Wards: As a crafter, I can say from my experience that the reason people don't sell is because people aren't buying. I believe this is simply because of a lack of players. 1000 players can equip themselves pretty quick. In fact 1000 is hardly a market at all. Once more people begin playing, the economy will pick up.
    Then that's not an efficient economy. That would be a barter economy, or a welfare economy.

    a active base of 1000 should theoretically have multiple trades per person. It should have more retainers, not less then the current population. Otherwise it would lead to stagnation.

    Whether it be the lack of things to buy, the procedure which to buy, or the problem with the selling/buying mechanism, it's still broken.

    It is somewhat confounding that you got loads and loads of item drop which are craftables, tradables, or usables, but none of that ever reaches the traders market.

    If everything is going through the NPC, then for all it's "modernize" motto, it's back in the way way stone-age of MMO, when NPC was the end all to everyday life.

    It could be the over abundant amounts of gil from leves, it could be the problem with lack of AH, it could be implementations of the craft system, it could be the worthlessness of equipment, it can even be that the player base are really ghosts.

    It can be a combination of many things, but the cause is striking. You shouldn't have this situation.

    There should always been more items for sales and by more people then the active population. Never less. Otherwise something is not working as it should for modern MMO economies. If there are 1000 people on the server, there should be 2000-3000 active accounts, if there are 20 people there should be 40 sellers, etc.

    economics is simple in those respects. You want a growing economy, not the opposite.
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