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  1. #651
    Player
    Shaddix's Avatar
    Join Date
    Apr 2011
    Posts
    103
    Character
    Shaddix Box
    World
    Hyperion
    Main Class
    Fisher Lv 29
    You guys realize that SE is aware of how much gil is in each world's economy at any point in time right? They would not build it such that the total amount of gil on the server is constantly depleting. They balance the gil fountains and sinks as they wish. Use your brain, and make some gil, there's no need to come whine to SE to give you more gil for doing nothing. Craft or gather if you want gil.
    (1)

  2. #652
    Player
    Ifervan's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    94
    Character
    Ifervan Empyrean
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 50
    As for a resolution if dev has not replied to this post after 66 pages of crying and 50k views, it's not getting addressed. Go play the game!
    (0)

  3. #653
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    All I know is, the current available fountains and sinks for DoW/DoM classes are not very sustainable.
    Im a PLD tank in mostly AK gear, darklight belt, garuda weapon. Decided to do a Wanderer's Palace pug to try and get the darklight kite shield. Ended up with some new people in the group, and I suppose overall we did not have the "ideal" strat for the King. All in all, counting the 2 intentional speed run deaths, I think I died 7 or 8 times. Between those deaths and fighting mobs and bosses, my gear went from 100% to about 60%-65%. Right now I am looking at a 400 gil repair bill for almost every piece of gear, jewelry's a bit cheaper, so maybe 5-6k total.

    Um, frankly I cant sustain that. I am down to 20k, and if a "inexperienced" run costs me 5k in repair bills... well, I have 4 dungeons left in me. Then I am pretty much forced to either farm lvl 45+4 leves, for barely 500 gil apiece, remember we get 6 per day, 3k < 5k... Or I have to farm either Wanderer's and hope for a good crafting component drop, and hope it sells... or hop on my gatherer and mindlessly farm shards to sell. At 20 gil apiece... thats going to be a LOT of shards, and a WHOLE LOT of time to get them.

    The other downside is that the better my gear is, the bigger my repair bill. From what I have seen, higher end gear does not have much more "durability" than lower end stuff. Ilvl 70 Garuda's Gaze and Ilvl 55 green boots from Wanderer's break down at close to the same rate. but Garuda's costs a lot more to repair.
    This means that the better my gear, the more each run, each death, each mob fight, will cost me... but my income is not increasing with better gear... just my repair bill. This is true for everyone in my FC. Some of us have been lucky in farming up relic crafting pieces and are making money hand-over-fist. Others are seeing their limited finances dwindling away, and are growing concerned about not being able to attend our "raid nights" in a week or 2 due to a lack of cash for repairs.

    In short, something has to change. As was already stated, either the breakdown rate of higher lvl gear needs to decrease dramatically, or leves need to give ~5x as much cash. To the point that 1 leve is enough to cover one "less than perfect" dungeon run, so people confidently have a steady source of game sustaining income.
    That, or do what RIFT did. Dying costs are based on level. Lvl 50 with lvl 45 job gear and lvl 50 with lvl 70-80 token gear take the same financial hit for dying.

    Edit: One more option, which I believe would help not only the economy, but the community, would be to make chests in dungeons give allagan pieces to everyone in the party. So anytime someone opens a chest, the entire group gets 100-200-500-1000 gil worth of cash drops... 1000 being in lvl 50 dungeons, maybe 2000 for raids. This would prompt people to do dungeons, and level moreso with dungeons, rather than grinding fates, at least for financial reasons. Granted, this would likely also increase the number of speed runs in lvl 50 instances... but once everyone has done them 5-10 times, they will want to speed run anyway.
    (9)
    Last edited by Kenji1134; 09-09-2013 at 09:56 PM.

  4. #654
    Player
    Anomeric's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Riko Rorinori
    World
    Faerie
    Main Class
    Conjurer Lv 35
    I think they need to do something to also discourage people from doing speed runs. Make trash mobs drop gil, which can be used for repairs. Make death incur large durability hits, so that this method of letting the tank run and die so the rest of the group can run through unfeasible.

    Both the lack of reward for killing trash and the lack of a penalty for death are both poor game mechanics, imo.
    (0)

  5. #655
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Mmm... as a tank, I am personally against having a significantly larger death penalty. Because simply put, tanks die. Due to the nature of tanking, you can die through no fault of your own. Not pointing any fingers, but shit happens, healer gets distracted or has to dodge an aoe, etc, no heals coming in at a bad time... tank dies. Even PLD runs out of cooldowns at some point.

    As far as ways to discourage speed runs... well make trash worth killing.
    We currently cannot convert any gear above Ilvl 50, so unless you are doing a spiritbinding run, xp is useless. Mobs do not drop gil, allagan tokens, and rarely drop any useful crafting mats, but by fighting mobs, you are wearing down your gear and raising your repair bill.
    This is why speed runs are so prevalent. You can kill all the trash in a dungeon, spend an hour, wear down your gear, and potentially increase the chance of someone dying along the way, for... no xp, no coin, nothing.
    OR you can do a controlled speed run, where only the tank dies once (k, about 3 times in AK), and turn that hour long run into 15-20 minutes, while getting all the chests and all the bosses, with LESS overall wear on the group's gear... just the tank gets the short end of the stick.

    If you want people to clear dungeons, then simply make every mob drop SOME gil. Remove the chests that contain only cash drops, and make every mob that the group kills drop 20-30-50 gil, which goes to everyone in the group.
    At that point you have a choice, for 50 dungeons at least.
    A. Full clear, it'll take an hour, but everyone in the group will make a decent monetary profit.
    B. Speed run, with a good controlled group it'll take 15-20-30 minutes, down from 60-90, and you'll get boss gear and tombs, but everyone will likely take a small monetary loss.

    At that point, you get your friends together, and go do say 4 speed runs, and 1 full clear, and everyone breaks even... life (gaming) goes on.
    (1)
    Last edited by Kenji1134; 09-09-2013 at 10:27 PM.

  6. #656
    Player
    WVUTrip's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Thestig Tamedracindrivr
    World
    Excalibur
    Main Class
    Marauder Lv 37
    Need to keep this thread on the front page until the lazy screw-ups at SE say something, anything about this issue. Their silence is astonishing.
    (2)

  7. #657
    Player
    Gucci_Charms's Avatar
    Join Date
    Sep 2012
    Posts
    413
    Character
    Miley Cyrus
    World
    Hyperion
    Main Class
    Lancer Lv 50
    Quote Originally Posted by WVUTrip View Post
    Need to keep this thread on the front page until the lazy screw-ups at SE say something, anything about this issue. Their silence is astonishing.
    I thought silence is a strong point of SE lol.

    But yes, I agree with others in this thread regarding being able to acquire more gil or having other options to earn gil in this game. Sadly, I miss the high-level gil rewards from levequests in 1.0. I suppose that's what they made them more enjoyable and worthwhile than in ARR.
    (2)

  8. #658
    Player
    Luuin's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Luuin Wynn
    World
    Diabolos
    Main Class
    Pugilist Lv 50

    WOOSH!

    I like how many people had the point of this topic go right over their head.

    "Level a crafting class and sell on the AH!"

    Getting gil from another player is just circulating the current gil in the server, minus that 5% tax grab.

    Then people say to level a crafting class to farm leves for gil at level 50. So basically in order to do end game raids and sustain yourself, you have to blow all your gil on leveling multiple professions (assuming you don't blow your gil just buying the mats on the AH, getting more gil taking out of the server in the process via that 5% tax grab) THEN you can start making money via handing in HQ leve quests at 50.

    One hell of a sales pitch for their game. "Come play A Realm Reborn! Just don't forget to level those crafting classes to 50 before you raid, otherwise you'll go broke quick! It's not our fault if you go broke trying to level the crafting to 50 causing you to have a stagnant character that can't even do repair bills."
    (2)

  9. #659
    Player
    Aicha's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    A'shanee Kasha
    World
    Balmung
    Main Class
    Paladin Lv 90
    Guess the same brilliant mind thought out the econmic system that decided, queues, afk timer and right click report/blacklist RMTs aren't needed.
    (1)

  10. #660
    Player
    Ahlen's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Ahlen Cross
    World
    Ultros
    Main Class
    Marauder Lv 50
    It seems to me that SE vastly overreacted from 1.0 to 2.0 in how gil was made/spent, and now we're paying for it.
    (1)

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