Fair enough, their isn't enough gil generation period outside of quests and stories. I should have made that distinction.
Ahahaha!
So you guys whine because you did everything you can to be the first to get your legendary/blue gear and now you whine like babies?
Has it ever occure to you that maybe buying a green weapon for 300k or a materia III for 100k is a bit expensive? Or maybe doing only rushes is no way to do a dungeon?
I'm not going to apologyze because i took money from people who clearly where too side blinded by the "I have the bigger" complex.
You made your choices, don't blame us for them, you should have waited for prices to settle down.
On the other hand i'm very happy with the changes made today with the patch, you guys deserve to make some money i guess, just a little.
Next time you play a MMO, don't do the content so fast and take your time, enjoy it, for once.
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?
You're a moron. This thread has already explained this is an argument in economics and not personal wealth, the redistribution of wealth, or poor business decisions. In the real world money just doesn't disappear into a void of nothingness. In video games money sinks do that very thing, and when the money generation doesn't over come the sinks the entire economy falls into a deficit, and will finally lead into a recession; common knowledge refers to this as operating at a loss. Mouth breathers like you should find a nice hole to die in, and leave the rest of the world to evolve. Please do not breed.Ahahaha!
So you guys whine because you did everything you can to be the first to get your legendary/blue gear and now you whine like babies?
Has it ever occure to you that maybe buying a green weapon for 300k or a materia III for 100k is a bit expensive? Or maybe doing only rushes is no way to do a dungeon?
I'm not going to apologyze because i took money from people who clearly where too side blinded by the "I have the bigger" complex.
You made your choices, don't blame us for them, you should have waited for prices to settle down.
On the other hand i'm very happy with the changes made today with the patch, you guys deserve to make some money i guess, just a little.
Next time you play a MMO, don't do the content so fast and take your time, enjoy it, for once.
What the community is trying to argue is does a deficit exist, and if so, how do we overcome the issue, and more importantly get SE to realize before players up and leave the community. If a player cannot generate gil through means by which they are entertained then this game has a very real problem. Only idiots argue playing the market, leveling craft and gathering classes, and using their respective leves. This is a game, no one can make that more clear, and if a player who enjoys nothing but Battle is forced to go outside his form of entertainment then the foundation as a whole has a very real issue.
Final Fantasy was not marketed as a simulation in trade skills or economics. Get that very point through your head, and your fellow wanna-be adventures. The game has, and is, being marketed as a high fantasy Final Fantasy game.
Last edited by Brolleun-Hunter; 09-12-2013 at 08:49 PM.
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.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?
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.
Last edited by Brolleun-Hunter; 09-12-2013 at 09:00 PM.
I don't remember FF11 to be very different from that.
But thx for insulting me because i don't think like everyone else.
Yes you should make a bit more gils when killing mobs, finishing dungeons, etc... but not you should not be rich with that, and that's my problem, a few people in this topic are clearly pissed just because of that, and that's what i'm laughing about.
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?
So your response is effectively that he should spend a great deal of time doing an activity he has no interest in (crafting + harvesting), or put on crappy gear as a workaround for the actual problem?
The number of people in this thread that completely fail to grasp even the basics of macroeconomics and player engagement is staggering.
You are still talking about individual wealth and expenses, while in the post above you quite rudely berate the guy for not getting it. Answer me simply, economy or personal finances?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.
@Deatheye In the patch they lowered repair costs, raised coin drops, and increased the need for repairs for dungeon runs( can't skip.) The net result, I would guess, being to alleviate some of the strain on end gamers while maintaining the current (pre-patch) levels of sinks and faucets. I promise, SE has the data, we do not.
Last edited by Rebort; 09-12-2013 at 11:42 PM.
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