Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 32
  1. #21
    Player
    SomeoneElse's Avatar
    Join Date
    May 2022
    Posts
    16
    Character
    Sachi Onodera
    World
    Adamantoise
    Main Class
    Sage Lv 94
    Quote Originally Posted by Kolaina View Post
    The only thing in your list that actually requires Gil is a house.
    Right, that's why I said "There are ways around it". Teleportation can use tickets, crafting can make the food and tinctures for savage/ultimate along with gear, mounts do require gil for some but not all. Gil just makes those examples substantially easier and quicker to obtain.
    (0)

  2. #22
    Player
    Bsrking5's Avatar
    Join Date
    Mar 2018
    Posts
    1,018
    Character
    Alpha Lupi
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Only way it could work if it worked like RuneScape with it's npc traders. You can't have a single click generating 200+ gil out of nothing.
    (0)

  3. #23
    Player
    SomeoneElse's Avatar
    Join Date
    May 2022
    Posts
    16
    Character
    Sachi Onodera
    World
    Adamantoise
    Main Class
    Sage Lv 94
    Quote Originally Posted by Bsrking5 View Post
    Only way it could work if it worked like RuneScape with it's npc traders. You can't have a single click generating 200+ gil out of nothing.
    Hmm....I'm not familiar with Runescape but what about only crafted items sell for decent gil?
    (0)

  4. #24
    Player
    Bsrking5's Avatar
    Join Date
    Mar 2018
    Posts
    1,018
    Character
    Alpha Lupi
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by SomeoneElse View Post
    Hmm....I'm not familiar with Runescape but what about only crafted items sell for decent gil?
    If a vendor has zero it'll sell high but each one lowers it's sell price and if it has a too many, it will either sell for one if at all. Like if a high level ore, the first one will sell for as an example 1,600. Then 1500,1423,1333,1200,1112... All the way down to 1 each
    (1)

  5. #25
    Player
    SomeoneElse's Avatar
    Join Date
    May 2022
    Posts
    16
    Character
    Sachi Onodera
    World
    Adamantoise
    Main Class
    Sage Lv 94
    Quote Originally Posted by Bsrking5 View Post
    If a vendor has zero it'll sell high but each one lowers it's sell price and if it has a too many, it will either sell for one if at all. Like if a high level ore, the first one will sell for as an example 1,600. Then 1500,1423,1333,1200,1112... All the way down to 1 each
    I like that system. I played a game called Elite Dangerous a few years ago and they have a similar system. Since it's much more complex though and, at this point in the game, would probably be a nightmare to implement I didn't want to suggest a major foundational change like that. If it were possible though I'd love to have that in the game or in FFXIV 2 when the inevitable sequel gets released.
    (0)

  6. #26
    Player
    Bsrking5's Avatar
    Join Date
    Mar 2018
    Posts
    1,018
    Character
    Alpha Lupi
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by SomeoneElse View Post
    I like that system. I played a game called Elite Dangerous a few years ago and they have a similar system. Since it's much more complex though and, at this point in the game, would probably be a nightmare to implement I didn't want to suggest a major foundational change like that. If it were possible though I'd love to have that in the game or in FFXIV 2 when the inevitable sequel gets released.
    It also has the grand Bazaar. Functionally similar to the market board but in only one location. Works across all the worlds like 200+ and has daily price ranges. When you sell, you set a minimum price order. Buyers set a maximum price order. It allows for partial order so multiple people can fill large orders, either selling or buying. It fills the buy order by lowest price available up to their maximum or until their quantity requested is filled. Or reversed if there's low stock with the sellers order. And no one can see any listed orders from other players.
    (0)

  7. #27
    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.
    (0)
    Last edited by Shougun; 05-05-2023 at 07:43 AM.

  8. #28
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    There should be a penalty for crafting something of new value to the player. If someone is leveling a crafter from scratch and decides to synth 100 iron hammers (because all of the materials are readily available from an NPC) - the server doesn't need 100 iron hammers. The sale price should be negligible, as it is today. Sometimes, an activity like crafting should be a pure gil for experience trade, especially if crafting something no one needs.
    (0)

  9. #29
    Player
    Hanayumi's Avatar
    Join Date
    Nov 2013
    Posts
    1,220
    Character
    Kara Dusksinger
    World
    Mateus
    Main Class
    Scholar Lv 100
    Always felt we could do for an npc market if anything, the original idea was for just fish (beyond turns in, aquariums, and achievements there really nothing to do with them) but guess it could work with any gather/craft. Basically the market has a few daily and/or weekly item demands that you can sell to them, the prices drops the more you sell till its no longer in demand kind of deal.
    (1)

  10. #30
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    736
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Bsrking5 View Post
    Only way it could work if it worked like RuneScape with it's npc traders. You can't have a single click generating 200+ gil out of nothing.
    The only reason it worked in runescape was because the resource generation itself was limited. Here a mining node can be used by all players without any issue. But in RS, it was first come first serve. And just like WoW, it promotes botting massively. Such system would kill the entire DoL class in this game.

    Yet that system is what drives the economy in runescape. If resources were as infinite as in this game, bots would drive the price of any item to 1. Its only because the gathering nodes in RS had limited supply, that there was a point where adding more bots had no positive income effect anymore. And that simply decided how valuable an item was.

    Dont you remember the 30 bots chasing the trees to cut them down? Initialy you could at least move towards the next node before it spawned (as it was static and the bots only reacted upon its spawn), but at some points the bots also moved ahead. So you barely had any chance to gather anything.

    I dont want that system in FF.

    And even if only the vendor system is taken over, bots will just use this and sell overnight for higher gil values, while during the day prices get pushed down further. A player cannot check a vendor every minute and wait for a 1% gil increase (up to a fixed treshold).

    Runescape was significantly worse in market botting behaviour than what this game is facing now. And while it might appear less of a problem in this game, dont expect any improvements. If a vendor is profitable to sell to, that vendor will be botted to oblivion.
    (0)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast

Tags for this Thread