

None of these are making more Gil and adding it to the economy. They are just moving money (minus a 5% AH cut) around.Ok you are talking about NPC vendoring high level gathering mats...
I sell my stuff on the market and make way more.
Ive barely touched crafting/gathering and have made good money on it.
If you refuse to craft or gather try selling all that worthless junk you just NPC away...you might be surprised what others will pay for it.
Also, consider selling your shards, people pay big for them bulk, and if you don't craft they just sit there on your last page in your inventory and collect dust.
There are PLENTY of ways to make gil. they just don't hand it to you on a platter..well actually they kind of do.
I'm hoping the dailies they add in aren't basically just more levequests. I wouldn't mind some daily/weekly dungeon quests to complete some or all of the sub 30 dungeons for level 50 characters, completion then granting ~10k gil or whatever.
I'd love to see some achievements added to dungeons that give a reward (gil/seals/tomes/etc.) for defeating bosses in novel ways. Something like defeating the Adjudicator in Qarn without killing a Mythril Verge for example. Subsequent completions of the achievement will grant a lesser award than the first time (half the gil/seals/tomes/etc.). Doing the dungeon achievements in Rift were probably the most fun I had in the game!

Besides 1-time activities (quests, 1st completes, etc - which cannot be repeated), there is no gil generation in this game that doesn't incur a repair loss greater than the gil introduction.
If you think there isn't a gil problem, it's because you aren't 50 and running endgame content yet. Repairs are draining me faster than I can believe. There is almost NO gil introduction once you have done the one-time content, and the gil removal goes up to a ridiculous degree at endgame.

I would have to say that what I am gathering from this is:Besides 1-time activities (quests, 1st completes, etc - which cannot be repeated), there is no gil generation in this game that doesn't incur a repair loss greater than the gil introduction.
If you think there isn't a gil problem, it's because you aren't 50 and running endgame content yet. Repairs are draining me faster than I can believe. There is almost NO gil introduction once you have done the one-time content, and the gil removal goes up to a ridiculous degree at endgame.
1. Gear wears out way too fast. (in my opinion I don think think you should be repairing your equipment more than maybe once or twice a week)
2. Fates, leve's, ect all need to award more gold OR mobs in the dungeons..fates..ect need to drop gold on top of what is awarded at the end.
3. People should be able to trade/sell unique equipment they find in dungeons.
Last edited by CaZx; 09-07-2013 at 10:12 AM.



what i'm doing right now is farming and crafting 20 mil in mats/finished items so that no matter what happens, i'll still be filthy rich.
...but on the other hand i still haven't progressed beyond sastasha.![]()


I have an Idea. You know how the vendors in the cities that sell you armour and weapons for pretty high prices compared to what you sell them? That's the problem! I think that when we sell our items it should be the same value as if you brought the item from the store.
For example Scale mail would cost 3000 gil
If you was to sell that back it would be like 100 gil back maybe even less. It should be the same or very close.

Level crafting jobs, this isn't like FFXI where it's a guessing game of whether or not you will get skill to level up, you will level up. I made 400k leveling Armorer from 32-50

How much of that 400k did you make from selling to NPC's?
If the answer is 0g, then your post is null and defunct.
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