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  1. #1
    Player
    Krisan's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    203
    Character
    Krisan Thyme
    World
    Ultros
    Main Class
    Pugilist Lv 50
    Honestly lowering repair costs more or less soothes my concerns. As it is now, it costs too damn much to repair my stuff, so the idea of it being cheaper (even a little cheaper!) eases my mind. Right now the costs equal about the income the average player got from doing the usual runs of dungeons or what have you, you were lucky to break even in other words. If this allows for a small profit (even if it only amounts to a few hundred gil) that is more than enough to make me happy. I don't mind expensive repairs, so long as they don't cost as much (or more) than I make being an adventurer.
    (3)

  2. #2
    Player
    GabrielK's Avatar
    Join Date
    Aug 2013
    Location
    Eorzea
    Posts
    183
    Character
    Vyndel Farstrider
    World
    Odin
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Krisan View Post
    Honestly lowering repair costs more or less soothes my concerns. As it is now, it costs too damn much to repair my stuff, so the idea of it being cheaper (even a little cheaper!) eases my mind. Right now the costs equal about the income the average player got from doing the usual runs of dungeons or what have you, you were lucky to break even in other words. If this allows for a small profit (even if it only amounts to a few hundred gil) that is more than enough to make me happy. I don't mind expensive repairs, so long as they don't cost as much (or more) than I make being an adventurer.
    This is pretty much how I feel. Thanks for wording it
    (1)

  3. #3
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Dramatic OP, although I agree with you about very little new money coming into the game, It's not hard to make money from crafting/gathering.

    Maintenance will also fix the cost of repairs, although this still doesn't fix the issue with little money coming into the servers, I expect this will be a work in progress for SE, I.e. they would rather have less money than too much as they can adapt to that more quickly.
    (1)

  4. #4
    Player
    AiXIII's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Ai Tachibana
    World
    Malboro
    Main Class
    Lancer Lv 50
    Are you guys even understand what he meant by the Economy?

    Keep bringing Crafting/Gathering ISN'T what he was talking about. That's transferring Gil BETWEEN PLAYERS, doesn't even make any sense.

    And tbh, ppl who brought this issue up here are actually having at least 1 lvl 50 crafting/gathering class (i've seen 1 with everything lvl 50 and 1 with 4 crafting/2 gathering classes lvl 50), SO OBVIOUSLY THEY ARE NOT QQING ABOUT "DONT KNOW HOW TO MAKE MONEY". Plz, post something useful.
    (3)

  5. #5
    Player
    Brolleun-Hunter's Avatar
    Join Date
    Nov 2012
    Posts
    35
    Character
    Brolleun Hunter
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    The consensus of the entitled seems to be level a crafting profession, rely on the transferring of hands, lean on the daily leve allowance, and find a "niche." The problem is end game isn't generating enough gil (obviously gil is being generated once the quests have dried up) so players are forced to seek alternative means to progress in their play style--economics aside--and all of which lead to appeals of popularity (fallacy) that those who don't want to play their way (crafting) have no excuse to complain about the deficit dungeons, FATES, TRIALS, or 8 mans are putting them in. Shame they can't understand the fundamentals of a multi-media online game: to play with other individuals in a unique experience and enjoyable fashion (I stress enjoyable).

    Final Fantasy XIV ARR has not been marketed, advertised, or even promoted as a sim-city, minecraft, or economic experience. Crafting is simply a part of the game play: a caveat, tool, or mechanic to the fantasy experience. No were did Square Enix say to the consumer they'd be embroiled in a broken economy, and forced to amass as much wealth as possible in order to experience the fantasy aspect of their game. Final Fantasy has never been about crafting, personal wealth, or even economics. Final Fantasy has been about the story, the characters, and fighting fantastical creatures.

    If players can not enjoy the fantasy aspects of the (that they are paying for as well) game marketed to them, and must progress in skinner like mechanics or outside of their ideas of entertainment, then the game will begin to bleed subscribers, and the less players we have the less gil (period) transferring hands. The first month of an MMO is always lively and full of fresh new faces until the vainer runs off and the problems of the game begin to surface. I want to believe those who are adamant about no gil issues existing are simply using fallacies of generalization, false dilemmas, argument from ignorance, rhetoric, and anecdote are just poor attempts at scamming fellow players, and not their actual beliefs; but I don't think this is the case.

    Reality: when the players actually start feeling like their performing a "labor" (work) instead of "playing" (entertainment) a game our community is going to have issues of population along with gil. The bottom line is this: the players who want to experience the dungeons, mob slaying, and raiding should not be forced to take part in mechanics that have nothing to do with combat (what they enjoy). No one can generate enough money at end game doing FATES, DUNGEONS, or Battle Leves to cover the costs of repairs. Players are speaking from experience, so we have a clear case of denial, ignorance, and plain stupidity running rampant in this thread and game.

    To make matters worse players are arguing against the use of features included in the game (apart of the experience): teleportation, dungeons, wearing and using items earned through play and time; which basically says two things about those having these thoughts and those swallowing these thoughts: "nucking" retards. I never thought I would see arguments telling individuals how they are allowed to play the game, and sure people can argue semantics all they like on how best to play, but this amount of arrogance going hand-in-hand with entitlement is borderline fascism.

    TL;DR: This is what the whole argument boils down to: you aren't allowed to be an adventurer to earn a living, so you will be a craftsmen to make money, when the real issue is the fundamental systems in place are broken. The OP is right: if we don't want to see players bleed off in droves an economic fix is needed.
    (5)
    Last edited by Brolleun-Hunter; 09-11-2013 at 08:51 PM.

  6. #6
    Player
    Rebort's Avatar
    Join Date
    Jun 2012
    Posts
    17
    Character
    Rebort Merl
    World
    Cactuar
    Main Class
    Conjurer Lv 27
    Quote Originally Posted by Brolleun-Hunter View Post
    The consensus of the entitled seems to be level a crafting profession, rely on the transferring of hands, lean on the daily leve allowance, and find a "niche." The problem is end game isn't generating enough gil (obviously gil is being generated once the quests have dried up) so players are forced to seek alternative means to progress in their play style--economics aside--and all of which lead to appeals of popularity (fallacy) that those who don't want to play their way (crafting) have no excuse to complain about the deficit dungeons, FATES, TRIALS, or 8 mans are putting them in.
    Only looking at endgame ignores all players not at endgame. There is not a separate economy for endgame. If the issue is economic deflation and not personal wealth accumulation, then you are ignoring half the equation.
    (0)

  7. #7
    Player
    Brolleun-Hunter's Avatar
    Join Date
    Nov 2012
    Posts
    35
    Character
    Brolleun Hunter
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Rebort View Post
    Only looking at endgame ignores all players not at endgame. There is not a separate economy for endgame. If the issue is economic deflation and not personal wealth accumulation, then you are ignoring half the equation.
    Fair enough, their isn't enough gil generation period outside of quests and stories. I should have made that distinction.
    (0)

  8. #8
    Player
    Rebort's Avatar
    Join Date
    Jun 2012
    Posts
    17
    Character
    Rebort Merl
    World
    Cactuar
    Main Class
    Conjurer Lv 27
    Quote Originally Posted by Brolleun-Hunter View Post
    Fair enough, their isn't enough gil generation period outside of quests and stories. I should have made that distinction.
    This may or may not be true, I can't prove it one way or the other and neither can you. Reducing repair cost is not proof. This could merely be quality of life polish on a new game. (One of many possible interpretations.) I think we understand each other. To be clear, you are not arguing (as many others are) that there is a severe threat of deflation once the game matures and more people are at endgame?
    (0)

  9. #9
    Player
    Brolleun-Hunter's Avatar
    Join Date
    Nov 2012
    Posts
    35
    Character
    Brolleun Hunter
    World
    Coeurl
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Rebort View Post
    This may or may not be true, I can't prove it one way or the other and neither can you. Reducing repair cost is not proof. This could merely be quality of life polish on a new game. (One of many possible interpretations.) I think we understand each other. To be clear, you are not arguing (as many others are) that there is a severe threat of deflation once the game matures and more people are at endgame?
    My experience has lead me to believe an issue exists for individuals who wish to be a battle adventurer. Currently end game battle craft leves do not generate enough gil to cover repair costs, and the higher the item level the worse the issue gets.

    In Mor Dhona one battle leve at 45 plus a 4 level boost will net between 450 to 500 gil, and tack on a bonus between 100 to 150 gil. The community is roughly looking at a 650 gil generation from leves. With the 60% reduction my current gear AF gear set, with quest accessories, costs about 500 gil to repair from a dungeon run. Now add in the factor I have to also fight for that gil in battle leves, and any action performed in battle causes wear and tear, so I'm looking at a further 50 to 100 gil repair bill. At most I'm netting a 50 gil return on my efforts, and I have as of yet to get a full ilevel 70 set (Dark Light). The higher the ilevel the higher the expenses. The quality of life adjustments weren't nearly enough, and more a band aid.

    The very action SE took to reduce repair costs is in fact an acknowledgement an economic issue exists; unfortunately the figures were off, and the community still will have an issue of having to resort to other means to generate gil outside of combat, dungeons, and raids. By no means are these forms easy, timely, or anything resembling a hand out, and when a player is being shafted for the combat entertainment everyone has a real issue at hand. Players should never be forced to shift paradigms to partake in the experience.
    (0)
    Last edited by Brolleun-Hunter; 09-12-2013 at 09:00 PM.

  10. #10
    Player
    Deatheye's Avatar
    Join Date
    Jul 2011
    Posts
    93
    Character
    Kitamura Seiju
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Brolleun-Hunter View Post
    Fair enough, their isn't enough gil generation period outside of quests and stories. I should have made that distinction.
    True, but what about if all the Players reach endgame? You can't really argue that there always be enough new Players, no MMORPG ever didn't have a lowering amount of People joining the game.

    Also how do you propose this works for Players that find crafting and gathering boring? Most of them will leave if they are forced to do something that for them holds no fun.
    If Crafter produce stuff and the Dungeon runners can't afford it cause they Need all there gil for repairs, how should crafter sell there stuff to those Players?
    How should gatherers sell there stuff to crafters if crafters can't sell there stuff?

    Let's just asumme for a Moment that every Player would start to do gathering and crafting, why should any gatherer or crafter still sell anything if everyone can gather and craft everything themself? Would make the hole trading System useless. And personally for me it would take the fun part in crafting away. CAuse I like the Idea that I make stuff that other Players Need.

    I agree we can't really proof if there is more Money coming in or going out, but I think the proofs that there is a Problem for People that want to do the dungeons is there. Everyone can just lvl to 50, get some gear, do some dungeons and check the repair cost and how much time they Need to invest to other stuff to get that Money back, check how much damage there gear takes during that activity and how much Money that allready takes away.

    What you are saying that lowering the reapir cost yould just be a Quality of live could be a possability but I think it's highly unlikly. Cause if there woudn't be a Problem that would mean SE just now on purpose made a System Change that will cause Inflation, just for a bit of short term Quality Change... doesn't seem a very Logical joice kinda?
    (1)

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