The best part is it's so hard to make gil because they wanted to discourage RMT by making it hard to make gil. Yet, all they did was encourage RMT more and make more people want to buy gil and make it easier for RMT to make money off players.RMTs make business in situations like this where there is a significant lack of economic gil influx. When people can longer sustain their characters, they will either leave or resort to buying gil from the RMTs. If SE is able to implement a system with economic gil generation is easier to compensate for the gil sinks, RMTs will have a harder time making bank because gil is more accessible without them. There will be those that give in to temptation because they are either lazy, or just really really bad at managing money. However, RMTs will only get worse the worse the gil deficit gets.

That signature in conjunction with your post is so appropriate I actually found it a little amazing.Im level 50 and have almost 600k from selling items. There's enough new players, and enough people doing quests that gold isn't going to disappear. Honestly, I think all of the points being made here are secretly just people being extraordinarily lazy, and asking for FFXIV to be a WoW clone.
The market cost of the items wont let you make a profit off the leves as it stands because the market is too inflated. As gil exists the economy, the market price of items will drop, and the more worth it the leve gil will be till it stabilizes. (They are also used a lot by leveling crafters) Also considering the cost of nq items off merchant npcs even my non legacy server is infalted by what seems to be SE standards.
Sacrificial gear thats made over and over should only take 0-1 repairs to crunch into materia and then replace it with another item (that is made purely from gathered things). I think its possible to keep replacing equipment as the previous turns into materia and save gil on repairs. Does mean the fancy UBER gear is put in reserve for the really difficult activities though.
Easy to get dark matter and very painless player repairs would go a long way to lowering the gil sink in an interesting manner.
I can't get over the fact that people think farming, and selling items on the market to make money think the economy is fine.
People aren't complaining that making money is hard, its the fact there is NOTHING that generates gil for the economy at all. There is little to zero ways to "spawn" gil into the game. End game monsters drop 1 gil SOMETIMES, selling items to merchants is worthless, and successfully doing raids and dungeons DRAINS your money because of repairs.
*edit* Almost forgot that fates give you like 40 gil, and leves only give you a couple hundred IF you turn in HQ items. There needs to be more ways, have monsters drop gil on death or something simple.

Ignoring what all of you posted for the past 60+ pages... I'll just reply with the OP and say its true... I started leveling my archer/bard from level 42 and I had 34k in gil... by time I made it to 50 after paying for repairs I had close to 14k left. Even running dungeons when my gear gets under 75% damaged repairs already cost about 3k to do full repairs.
Somewhere between error 1017,2002,2006,5006,6001,90000 and anything else SE decides to lie and say.


Naive. RMT make business regardless of the gil input rates. The only difference is the units sold in. In games where money is easy to make, the units will be large, in millions, 10s of millions. Why? Because it is worthless from all the RMT exploitation of easy inputs. And there will always be those pitiful humans who pay for gil or pay for leveling (and get themselves hacked as a result).
In every game that RMT has destroyed, the end result is the same - Runaway inflation, caused by uncontrolled generation of in game currency, usually involving NPCing items or repeatable quests.
Hyper-inflation will never occur with the current system which I see as a good thing. As long as there is a small net increase in overall gil in the economy, which none of us has any idea of unless SE releases the figures, all should be good.
Bottom line is you can't stop RMT or their supporting lackeys. They are cockroaches or the bacterial slime that grows in the sewers.
It is impossible to. But if their impact on the economy is minimal (read inflation), then their presence can be ignored.
In a nutshell; Do you want 5 million gil items? Or do you want 5000 gil ones?
When someone can't even afford to repair their gear after 20+ fates there is something seriously wrong, mind you I don't want hyper inflation but the current system is not one I would call a balanced economy at all.Naive. RMT make business regardless of the gil input rates. The only difference is the units sold in. In games where money is easy to make, the units will be large, in millions, 10s of millions. Why? Because it is worthless from all the RMT exploitation of easy inputs. And there will always be those pitiful humans who pay for gil or pay for leveling (and get themselves hacked as a result).
Hyper-inflation will never occur with the current system which I see as a good thing. As long as there is a small net increase in overall gil in the economy, which none of us has any idea of unless SE releases the figures, all should be good.

I could not care less about the economy and the price mark for goods, to be honest - I just think people should have a right to sustain their daily activity without having to slog at it. Hence, I want Dark Matter back (and maybe the ability to repair equipment for other people).
FFXI had a screwy wealth distribution too, but at least you didn't have to foot repair bills, just dynamis/limbus entry fees (which were completely optional activities), and food (at least until colibris and Abyssea came along). Designing a FF11 economy with constant repair bills just seems vindictive. Who cares if items on the market sell for 5000 gil or 5,000,000 gil if you're already worrying about the compulsory 1500 gil it takes to repair your stuff so that you can join your LS in doing activities? It's not like you can negotiate with the repair NPC.


before start, sorry for my english, i'm french and come here. we have the same topic open on our forum.
a lot of us have the same concern about the generation of gil at level 50.
some point to add to the op statement.
most of the monster 45+ humanoid don't drop anything, exept the small drop rate for the imperial monster the other one don't drop stuff. (i did test out in natalan for 1 hours 0 drop, item or gil)
for a battle class it's impossible to generate gil (and we don't talk about sell/buy stuff on AH). like the op have said every action a battle class can do at 50 will only lead to a net loss of gil.
indeed we can try to get gil from gathering and crafting class. but not everybody love do this... and if the game force a player to do something for be able to enjoy the game... it's a huge error of game design.
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