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  1. #1
    Player
    RushRiviera's Avatar
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    Apr 2011
    Location
    Gridania
    Posts
    50
    Character
    Rush Mixolydeaux
    World
    Tonberry
    Main Class
    Thaumaturge Lv 80

    [Suggestion] Why must it be so easy to earn Gil??

    I think it's much too easy to earn Gil. Theres so much Gil being handed out that apart from the first few ranks, you dont have to save up for anything.

    When i first started playing it actually took some time just to save up for my first scythe to become a botanist, and I felt really good when I got it! It was an achievement and I was proud of my new gear!

    Now, even though im only at rank 20, I dont get that feeling from any of my new equipment. None of it is a challenge to get. It makes getting your new set of armour feel pretty worthless, it doesnt feel like a great achievement and it doesnt make you proud to have finally got it.

    I think way too much Gil is handed out through guild leves and the main story. Who agrees?
    (3)

  2. #2
    Player
    Randis's Avatar
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    Mar 2011
    Location
    Narche
    Posts
    741
    Character
    Randis Albion
    World
    Ridill
    Main Class
    Gladiator Lv 50
    - rare gear will never be cheap (there are already some valued 1-5 + million)
    - don't forget +1 +2 +3 gear too
    (1)
    concept art - game development - Illustrations
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  3. #3
    Player
    Arcell's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    I don't think the problem comes from the rate of accrual for gil, I think the problem stems more from the fact that there's very little to actually spend gil on and when you do it's comparatively not that much. Things to spend gil on:

    *Materials for crafting (NPC/Wards/Players, if you don't feel like gathering it yourself)
    *Starting equipment as a new player
    *Repairs (either NPC or given to players)
    *Equipment from wards or directly from other players

    Honestly though none of those things cost you very much gil at all anyway. It kind of has the same problem that PSO did. At the very beginning, if you were solo, money was tough to come by. Once you hit the mid-level range though you had more money than you knew what to do with simply because there was little need to spend it.

    I think the solution to the larger problem would be to add more things to actually spend gil on.
    (6)

  4. #4
    Player
    AngryNixon's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Arcell raises a good point. The ease of acquiring gil can be balanced out by having things to spend it on. But it should be noted that those things should not be player generated items. There's nothing wrong with spending your gil on items from other players but in the big picture sense that just shifts the gil around and has the net effect of worsening inflation over time.

    There needs to be a better balancing of inflows and outflows of gil via NPC expenses. The repair NPC is an example of that but it's so poorly implemented and such a "bad deal" that most reasonable people won't use it and favour handing their money to other players which doesn't help overall. If the repair NPC repaired all items to 100% (accessories included because, so I'm told, they're items too) and didn't charge some absurd price, I think it would be more frequently used. This of course then removes the impetus to use players to repair items which drops the ball on a different set of problems...
    (2)

  5. #5
    Player
    Arcell's Avatar
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    Mar 2011
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    Limsa Lominsa
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    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Well I think you'd certainly have players still using repair items, especially with the new death penalties in place. If you're out in the field and your equipment goes yellow or red you'r not going to be running back to town to repair it, you'll get someone out there to do it. However if you know you're making a trip back to town anyway you can always just do it there too.

    But yes in general, more reasonable gil sinks would help with the problem of having mountains of gil. Hopefully airships and chocobos, once introduced, will help take some of the gil out of the system.
    (2)

  6. #6
    Player
    Reika's Avatar
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    Mar 2011
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    Limsa Lominsa
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    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Making it easy to earn gil keeps the RMT away.
    (2)

  7. #7
    Player
    AngryNixon's Avatar
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    Mar 2011
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    Gridania
    Posts
    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Arcell View Post
    Well I think you'd certainly have players still using repair items, especially with the new death penalties in place. If you're out in the field and your equipment goes yellow or red you'r not going to be running back to town to repair it, you'll get someone out there to do it. However if you know you're making a trip back to town anyway you can always just do it there too.

    But yes in general, more reasonable gil sinks would help with the problem of having mountains of gil. Hopefully airships and chocobos, once introduced, will help take some of the gil out of the system.
    Ya I agree completely, I think given the trade off between using what for some is a relatively scarce commodity (Anima) or spending some easily acquired gil, a great many will choose the gil. Assuming the travel fees aren't outlandish this will add a great "nickel and dime" gil sink that will earn its keep in volume.
    (0)

  8. #8
    Player
    Jinko's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    The game needs gill sink's, the repair NPC is one of those for example, but the problem is because players offer repairs for much less nobody uses it.

    Other gill sinks could be changing the current teleport system to use players gill instead of anima, a NPC to reset stat allocation, an NPC to re-dye armor (as I posted in another thread), Chocobo rental, Airship fees.

    There are many which aren't in the game yet and may never be, but SE does need to sort this issue out.

    There are better ways to target RMT than to make gil worthless.
    (0)
    Last edited by Jinko; 04-02-2011 at 12:36 AM.

  9. #9
    Player
    AngryNixon's Avatar
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    Mar 2011
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    Gridania
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    635
    Character
    Angry Nixon
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Jinko View Post
    The game needs gill sink's, the repair NPC is one of those for example, but the problem is because players offer repairs for much less nobody uses it.

    Other gill sinks could be changing the current teleport system to use players gill instead of anima, a NPC to reset stat allocation, an NPC to re-dye armor (as I posted in another thread), Chocobo rental, Airship fees.

    There are many which aren't in the game yet and may never be, but SE does need to sort this issue out.

    There are better ways to target RMT than to make gil worthless.
    On the first thing you mentioned, SE has to be very careful how they alter the repair NPCs. The repair NPC mechanics and their implications are not an island unto themselves. It's a balancing act between the objective of using it as a gil sink, and the objective of fostering varying sorts of commerce between players.

    On the second, I've heard that said before that they should make the teleport cost gil instead of anima. That, with all due respect, makes little practical sense if you are contemplating a world where chocobo rental and airships also exist. Why would a rational person use a chocobo or an airship to get from a city to a camp when (still assuming that gil is easily acquired) they could just throw money at an instant teleport? If you presuppose gil is worthless in the sense that it's easy to acquire, than there is no real opportunity cost to choosing the instant teleport over the other two methods of travel which are not instant. Why would I or anyone choose a less than instant option when all three choices are equally valid otherwise? The answer could be "because you could take chocobos from the camp that you teleported to to the place you're actually going". That's a different system where the other forms of transportation pick up where the teleport left off. If you are talking about something like that, then they all work in harmony offering a continuous transportation network from your point of departure to your ultimate destination. Otherwise, given where the current airship docking points are pre-placed and that the chocobo stables appear only in cities... I don't see the logic in making it cost gil instead of anima without devaluing the other means of transportation to a point where they are nearly unused.

    RMT will be RMT regardless. They're clever and they have their own incentive (to earn a living) which will drive them harder than SE's own drive to eliminate them. Spending all of your time and energy playing kill the RMT just makes the game less enjoyable on the whole.
    (1)
    Last edited by AngryNixon; 04-02-2011 at 12:50 AM.

  10. #10
    Player
    Reika's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
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    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Quote Originally Posted by AngryNixon View Post
    On the first thing you mentioned, SE has to be very careful how they alter the repair NPCs. The repair NPC mechanics and their implications are not an island unto themselves. It's a balancing act between the objective of using it as a gil sink, and the objective of fostering varying sorts of commerce between players.

    On the second, I've heard that said before that they should make the teleport cost gil instead of anima. That, with all due respect, makes little practical sense if you are contemplating a world where chocobo rental and airships also exist. Why would a rational person use a chocobo or an airship to get from a city to a camp when (still assuming that gil is easily acquired) they could just throw money at an instant teleport? If you presuppose gil is worthless in the sense that it's easy to acquire, than there is no real opportunity cost to choosing the instant teleport over the other two methods of travel which are not instant. Why would I or anyone choose a less than instant option when all three choices are equally valid otherwise? The answer could be "because you could take chocobos from the camp that you teleported to to the place you're actually going". That's a different system where the other forms of transportation pick up where the teleport left off. If you are talking about something like that, then they all work in harmony offering a continuous transportation network from your point of departure to your ultimate destination. Otherwise, given where the current airship docking points are pre-placed and that the chocobo stables appear only in cities... I don't see the logic in making it cost gil instead of anima without devaluing the other means of transportation to a point where they are nearly unused.

    RMT will be RMT regardless. They're clever and they have their own incentive (to earn a living) which will drive them harder than SE's own drive to eliminate them. Spending all of your time and energy playing kill the RMT just makes the game less enjoyable on the whole.
    RMT can try to RMT with the current system, but no one needs them unless ABSOLUTE lazyness (and stupidity) is in place.
    (0)

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