Bound gear is usually vendored (thus effectively removed from the economy) or sharded (via reverse engineering, de-synth, disenchanting). I guess this is more a way to prevent market saturation, which does happen in games with unrestricted resale.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I'm still have trouble wrapping my head around how Materia is a gil sink. Sure the item is gone, and you lose all selling power, but the money you invested to buy it in the first place is still circulating with whomever sold it to you.
I've always assumed that Gil Sinks is something that would take Money out the system entirely, such as buying from an NPC, Retainer stalls and taxes, and Airship fees.
It would depend on if the total profit to materia is higher then the cost from materia - you'd have to total the servers profit gained and lost to make the best choice of what it was. Some people make big money off of double melds, but those are the ones that happen there may be people breaking more then making and we'd have to total it (it being RNG might mean on some servers it is and others it isnt, lol!).I'm still have trouble wrapping my head around how Materia is a gil sink. Sure the item is gone, and you lose all selling power, but the money you invested to buy it in the first place is still circulating with whomever sold it to you.
I've always assumed that Gil Sinks is something that would take Money out the system entirely, such as buying from an NPC, Retainer stalls and taxes, and Airship fees.
I'd be curious to see that information - like what made / lost the most money and such.
Correct me if I'm wrong, but didn't the closet in the Inn rooms reset your spirit bond on items placed in it to 0%?
It did.
I get the feeling that "something magical" happens to the item when you gain exp the first time with it equipped making it change somehow so you can't trade/sell said item.
Of course I am only guessing, we'll find out for sure soon.
I like frog
It's not a gil sink because there isn't an NPC shop around to buy materia from, taking it out of the game.I'm still have trouble wrapping my head around how Materia is a gil sink. Sure the item is gone, and you lose all selling power, but the money you invested to buy it in the first place is still circulating with whomever sold it to you.
I've always assumed that Gil Sinks is something that would take Money out the system entirely, such as buying from an NPC, Retainer stalls and taxes, and Airship fees.
In 1.0, people used to buy a lot of items to meld, or buy the materia to meld them. Some people also spent a lot of time farming and crafting items they could have otherwise sold, investing time and energy. When they blew up, they would lose their investment in the items that went, in the hopes that a few good materia would stick.
Most of the time they did not go to the market ward to sell these multi melds, they would use them. If after a while, they got a better item, or melded a better item, they could then sell the one they had. The price reflected the current market as well as the extreme rarity of good Triple melds. It also reflected the demand for the melded gear in that particular class.
With the new system (unless there is an NPC that unbinds items) you have a choice, you either use it, or you sell it. You can't do both. It's not taking gil out of the system, it's taking GEAR out of the system. In theory, this will reduce supply and increase the price of the item that has a good meld on it. But that's only if people are still dependent on melding in the first place.
Remember, materia is not going to be the "I Win" button it once was. Will people still clamor for multimelds in the same way as they did in 1.0? If demand lowers sufficiently, that could offset the drop in supply. Also, materia melds won't be rigid stacking any more. What you need in a meld will depend on what character stats you have. If most people will be making their own melds, the demand will drop that way too.
All this is theory and we don't really know the consequences of this decision, but I'm predicting that it's going to be a good thing because it'll give crafters more to do. And what's good for crafters is good for gathering!
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.
What defines a failed mainstream mechanic? I'm seriously curious.. lolThis 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.
I mean its obviously not the game that determines if its failed.
In XI crafting, armor, and almost everything heald value for near a decade. People where willing to put in the work to get something because that work was never lost, even when the armor was outleveled. A 5mill peice of armor was worth something sometimes more depending on inflation.
IN most mainstream mmos all your work gets flushed down the toilet every 5 or so levels because you have to buy something new but your old 5mill gear is now worth 5-10k at most at a npc that you can vendor it to.
It is a stupid mechanic, it is suppose to help the economy but it has been proven in past games it does not.
Most western mmo and newer releases use it... lots of copy paste, but it never was the best method of doing things.
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