By your logic then everyone should start at lvl 50 and there is no need to level up. Just go directly to end game. Why don't people just go buy a fully levelled account with couple million gil. Problem solved.A game should encourage people to play in a way that's enjoyable to them. Just because you can level a crafting class does not mean you should be required to. This is an MMO, and a great deal of people play MMOs for the dungeon and raid crawling, not to sit all by their lonesome and HQ a bunch of stuff.
I 100% agree.A game should encourage people to play in a way that's enjoyable to them. Just because you can level a crafting class does not mean you should be required to. This is an MMO, and a great deal of people play MMOs for the dungeon and raid crawling, not to sit all by their lonesome and HQ a bunch of stuff.
People are missing the point. If everyone levels their crafting up, who are they to sell to? Selling and buying on the market does not in no way introduce gil to the economy and in fact removes a little bit every time a transaction is made.
If I want to grind mobs for the gil, that should be an option. I'm not hurting for gil right now but I do not find crafting enjoyable and don't think I should be pigeonholed into doing it. I'm not saying there is "zero" income at 50, but the amount you get from fates, leves and such is extremely small. Level 1 quests reward more gil than a level 45-50 fate, tell me that isn't ridiculous?
Have you even read the completely valid concerns that folks have posted? Yes, right now working the market can be indeed profitable. But doing dungeons and whatnot, results in a net loss. There has to be some way for gil to be introduced into the economy. I'm not saying they should literally throw gil at you, but right now if I do not enjoy crafting, it is more profitable to make a second character, level it up since I make more gil leveling characters than focusing on the one I want to play and that should never be the case.
I'm right here with the OP. I leveled miner to 43 - NOTHING is selling, even when I set the prices crazy cheap. That doesn't generate new gil though, only takes it from one player to me and sends 5% into the void. I've leveled goldsmith to 31, and sold a few things. I was at 50k, back up to 80k, back down to 49k not even 12 hours later. This game doesn't let you generate gil enough to sustain yourself. If items were actually sellable to a vendor I could actually make some profit.
I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.Have you even read the completely valid concerns that folks have posted? Yes, right now working the market can be indeed profitable. But doing dungeons and whatnot, results in a net loss. There has to be some way for gil to be introduced into the economy. I'm not saying they should literally throw gil at you, but right now if I do not enjoy crafting, it is more profitable to make a second character, level it up since I make more gil leveling characters than focusing on the one I want to play and that should never be the case.
There are a lot of predictions and threats that the sky is going to fall.... This is not the first ever mmo, there is nothing to fix except maybe the way people rush to the end like someone buying a new BMW they can't afford and then getting upset because they have no gil to buy the gas to drive it. You have to get a job to make the gil to support your fancy new car. If you rushers all go broke and leave the game then thats what you choose to do, not SE. The world isn't going to end and you may find that working to pay your bills has it's own benefits ; )
Because there's plenty of people that -won't- click the link and read, the Devs have stated they will reduce the cost of repairs and dark matter for higher level'd players.
Kiro Okita Sargatanas
Oh, I'm right there with you that it should take a little effort, and I am not disagreeing. I would not mind if they did give a slight increase to the amount of gil gain in FATE's and levequests though. I don't think crafting should be a requirement of generating gil however. Activities on my main class should be able to cover her own way though I do think.I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.
I'm a bit baffled as to how you don't see a problem with having to "work 2-3 days to run 1 dungeon". You should be able to fund what you want to do by doing what you want to do, simple as that. Running a dungeon should be able fund running more dungeons. Crafting should be able to fund more crafting. And so on.I understood your point about the current economy and only SE knows whether there is a net inflow or outflow of gil. What I have problem is people don't want to "work" to get what they want. "Work" in this game means doing FATE/levequests to earn enough gil to sustain your other activities. You may have to "work" 2-3 days to run 1 dungeon if you are not good at making gil.
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