Quote Originally Posted by Altena View Post
As for the items I was talking about - I am talking about "Coke" "Aquerius Whetstone" "hardened sap" etc etc
Ah I didn't realize they were exclusive to vendors. Shows how much I know about crafting lol.

Quote Originally Posted by Roaran View Post
The best way to do this is to have NO gil sinks and NO new influxes of gil. New additions of players does not warrant the need for a growing currency base, just as in real life, larger populations do not justify inflation.

This would mean, not being able to sell items to NPCs, as it is wasteful. You would sell everything on the market for cheap. This would improve the actual economy, as more resources would be available for a lower cost. This also means, things like chocobo rides and airship trips would be free. You would also have to purchase everything you wanted from the market as well.
I think having 0 gil sinks and 0 gil influxes would cause huge deflation over time since the same fixed quantity of gil gets distributed over a larger and larger number of players. A very simplified example: There is exactly 1,000,000 gil in circulation and there are 1000 players. The average player has 1000 gil and can buy the average item for 100 gil (10% of each player's cash-in-hand). There is no way to create or destroy gil. Now let's say that 1000 new players joined the game and have integrated into the economy. Now the average player has 500 gil. The average item's price MUST go down to 50 gil because they are unwilling to pay the equivalent of 20% of their cash-in-hand when before they were only paying 10%.

Gil sinks and gil influxes must exist in order for the amount of gil-in-circulation to grow or shrink (ideally) based on the population size. The MW tax is a good gil sink because its effects are in direct proportion to the number of transactions that occur on MW, which is related to population size. The only problem is that MW taxes are not immediately responsive to large changes in circulation numbers (cf. Atomos), nor can it combat systematic introduction of currency on a large scale (cf. RMT) without harming regular players. However, a static currency is not the solution.