Quote Originally Posted by Xatsh View Post
This new systems is real bad move on SE's part. This is an element from mainstream that should of stayed there, one of the best things of XI was being able to work towards an investment and not lose 100% of that work when the time came to sell.

This is one of the many failed mainstream mechanics that SE should of never even considered putting in this game.

Two thumbs down from me on this SE. I hope people actually stand up against these bad decisions in beta.
Biggest problem ff11 had was overflowing armor in the AH, like scorpion harness's, on my server there would be at least 20 for sale at all times, and people under cutting constantly just so they could get theirs to sell (1 a week would sell). This was a result of having the ability of selling items once you used them. And ff11 had a small population compared to other MMO's, which ARR hopefully and is planned to have a huge player base. But seeing how this was a big problem in ff11 with a small population imagine how bad it would be if they kept the same re-sale system with a huge player base, sure would be fine and dandy for the first few months but after a few months all crafted items would be worthless and crafting would die off instantly.

I suppose another way around this with a big population could be to introduce new crafted armor and weapons every month that are a bit better than the previous month, than you might be able to follow the same re-sale rules as ff11, how ever I'm certain most would complain about that too, as their old armor would now be out dated and again that would drop in value.

As much as most people feel this is a bad idea, I strongly disagree, this is a must for the economy, and since the economy should be good, than people should have no worries as making gil will be possible! even in 2-3 years! so buying upgrades more often will not sting as much.