Crafters are full fledged classes in this game, obviously you have to make use of them
Get a couple crafts to 50 and you can make hundreds of thousands of gil per day easy
Crafters are full fledged classes in this game, obviously you have to make use of them
Get a couple crafts to 50 and you can make hundreds of thousands of gil per day easy
Every transaction on the AH shuffles money from one player to another - minus the tax cut.
Thus, it's a gil sink, and doesn't infuse the economy with any additional gil.
The point is that once you've leveled, and completed all the quests in the game that grant notable gil gains - the daily leves/fates are not sufficient influxes of gil to maintain much more than a subsistence economy - and with gil sinks in the repair and market systems - the balance is off.
So, once everyone has made their 200k... and some people have used the ah to turn that into a couple million, while a bunch more are sitting in the 5k-10k range...
Where does MORE gil come from?
Where are the methods that allow players to create gil in the economy based on their own personal efforts?
Leves are capped. Dungeons and Fates are a minimal infusion as well.
Last edited by Brugh; 09-04-2013 at 10:29 AM.
only select things are sold at a steady rate everything else is on the MW forever. the things that sell are being under cut to the extreme where it not even worth selling it anymore. as time goes on everything will be abundant.
1.0 you could sell everything for profit because it was needed.
You can make all kinds of money on the auction house with some patience. It doesn't matter that there are transaction fees, those need to be there to counter all the new money that gets added to the world via jobs. If you add more high paying jobs without increasing the "gil sinks" you are going to have inflation and you'll be back where you started.
I have no issue 'earning money' , you can get a good amount of allegan currency from the dungeons and it repairs are only a fraction of what is earned so you always make a profit, at least I do.
I made 200k from doing quest lol too many ppl fate grinding instead of doing quest even tho i already had 2 mil gil from 1.0 i made about 2ook lvling my SCH 1-50 cause i always took the tin silver or gold pieces. Those things should be enough to stimulate any server.
I made 25k in 1 day crafting on my goldsmith oh well guess some just are destined to be broke.
The 2-5k number is for the group, not the player. Since I mentioned the 1400g that drops I figured I should give the group cost as well. Changing the OP to make it more clear.
money asquisition is fine in this game. mostly because you can equip just about any npc bought gear at a reasonable price, but you don't want to do that because players can make them cheaper. even better, dungeon drop, GC credit gear and high end stuff are obtainable at with reasonable effort that you almost don't need that much gil. which is good...no one will have any incentive to pay for gold either which will undermine RMT efforts. as more and more players gain access to stable servers and run dungeons on a regular basis, while others flood the markets with harvested materials, i think the real danger will be an extreme deflation of the economy.
Hmm, I think the OP might have a good point there. I'm on a Legacy server so there is more "carry over" gil to be tossed about, so it will be interesting to see how this pans out on the fresh servers.
Though it seems a lot of folks are missing the point of this thread; perhaps they only read the title thoroughly. There is a big difference between an individual player making gil, and new gil being generated and added to the economy.
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