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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Generating gil is substantially different than selling something, which sounds weird initially but when we had the whole gil bot FATE parties of 1.0 and then the Atomos potion dumping... there was a reason why housing prices were suggested to be higher on legacy servers lol. We bought the banks XD.

    Aside from the whole economics of it... I wonder how abuse-able / useful a "just sell this for me" option would be to players. By that I mean akin to how WoW handles their token in the AH or Diablo 3 with gems when it had an AH, the game would just be responsible to handle the player to player element (gil is not generated). My concern is if the item doesn't have enough traction that it would be possible to manipulate; however, it is already possible to manipulate the market so.. maybe it's just a silly concern lol. Game estimates the sell price, gives you a range it'll sell within, gets back to you once it's done it (that means a player bought it, and naturally the game skims a bit off the top as a sink).

    Personally I find fiddling with the market a bit tiresome, because you have people who watch the markets like a hawk and 1 gil you.. though I do also use the markets to make gil fairly passively so :/.. win some you lose some.. I will usually set my price to the same as the lowest person unless its so low that I buy theirs and then set both of mine to the same price :3. That was one nice element in FFXI where you couldn't really see the exact price.. though I didn't really love the buying side since you'd just be guessing too.. and people with patience would start really low and move their way up. On the other side of the whole undercutting was in WoW you had to pay to put an item up for sell so people would be far less likely to adjust their prices repeatedly.

    Portions of this belong in the relic thread but talks of how tomestones right away was a bit sudden, and imagined using Gold Saucer (maybe tomes) and like Bicolor gems as another suggested as one method... but given the context of the relic.. I feel it wouldn't be too weird either if you could get rare trade-able materials that could skip large portions of the grind but not only did you have to buy these rare materials, as people would sell some due to their rarity, but there also might be some sort of cost too (like a smithing cost by the NPC that's pure gil sink). Pay at the market, pay at the npc. Rather than tomes it's like... "would you like a step in the relic questline for 10 million gil?" .

    As we're on the talk of gil sinks, another might be the gear we get that is color locked but unlocked in harder content perhaps can also be unlocked via fairly spend-y crafts / materials that players can sell (or buy from npcs via gil). May not come with the stats to leave that with the content it originated from, unless this is added after the content is older, but you could color it right away. Make it worth even more gil by giving it a secondary color channel (change the color of say the trim separately from the body, or the sfx separately), blow some players minds lol. Alternatively, and maybe a little contentious, but a special item that removes the untradeable / sellable from specific content gear.... Meaning players could go into those harder contents and bring out their special rewards and sell them after applying a fairly costly unlock (will permanently lock once soulbound)- still stop this from working on 'current' content but could be activated during the expansion it was released in.
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    Last edited by Shougun; 05-05-2023 at 07:43 AM.

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