which proves nothing, as most of the people this design is intending to please either don't speak english (which is a very large portion of XIV's playerbase) or don't even play the game yet.
furthermore, if you'd actually read you'd see *quite a lot* of players support the decision.
and please don't try to misrepresent variables to push personal biases
A unique feature of this game is being replaced by something that every MMO on the market has, and I am completely against movement in this direction.
how is it unique when FFXI had it and it ruined economic integrity? and then it ruined economic integrity in FFXIV 1.0 just the same.
best post.
Are you an economist? Do you have an advanced degree to be able to claim this? I need to see at least 17 published references, before I can even begin to argue with you.
I am tired of people saying this is THE cause and this is THE effect.
as an offensive to both of you, an Ecconomics degree wont do all that much for you in an MMOyou'll be MINDBLOWN!
you don't need a degree to understand that, unless particular goods and services are no longer offered- those goods and services lose value when they can be reinjected back into the economy without any net loss
it's pretty simple.
think again about an economy where you can buy a brand new car for 15,000 dollars only to turn around and resell it for 15,000 dollars 6 years and 100,000 miles later. it can work for intangibles like stocks and bonds because they're not goods/services- they're investments.
treating goods and services like investments, though, leads to the economy being saturated in those goods and services when they're reintroduced to the economy from the buyers. (consider also currency inflation- the more currency you mint, the more value it loses. and not only is it similar in concept, in effect depreciation of currency through inflation only serves to hasten the process of depreciation of goods and services that endlessly multiply) then if the companies manufacturing those goods or offer those services continue to do so, they have to reduce the price. and then goods reintroduced into the economy later can't be introduced at the price point they were once at. the goods and services depreciate in value. the cycle continues until we have 30k scorpion harnesses.
what stops the bleeding? you have to find a way to remove those goods/services from the economy.
why don't you educate the rest of us on what *you* think the cause and effect is? and how do you propose we solve it? i'm dying to hear this.
so far nobody in your position has an answer. it's always just "well i don't like that system and you can't convince me to accept it!"
Last edited by fusional; 02-12-2013 at 07:24 AM.
I disagree with this statement. With level cap increases and introduction of gear that is marginally better through expansions, gear will slowly become obsolete. There will be a time during which a selected item will resell for about the same amount, but it will not be for entire game's life time.think again about an economy where you can buy a brand new car for 15,000 dollars only to turn around and resell it for 15,000 dollars 6 years and 100,000 miles later. it can work for intangibles like stocks and bonds because they're not goods/services- they're investments.
When I spend an extended time to get something, I don't want this item's value to be 0 as soon as I bind it. There has to be a good upgrade option in place, for me to be OK with it.
Wonky armory system? Fine.
Exploitable PLing? Love it.
RNG madness? Part of life.
Horrible latency? Get over it.
Soulbinding? Heeeeellllll nnnnooooooooohhhhh fix it pleaasseeeee!!
Let's see the system in action before we drown ourselves in tears, guys.
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