Let me preface this by saying FFXI is my first MMORPG. As such, I have not been exposed to an artifical economy before. I have read through this thread and a few posts are relevant, but most deal with undercutting aren't quite what I was looking for.
Perhaps my view of this is wrong, and I do encourage people to add their opinion here, but as I've pushed leathercrafting up quite a ways it has become even more prevalent that the economy outlook for crafters is pretty abysmal.
Unless one is crafting consumables, one is crafting into a closed system where most pre-existing items have no way to get out. If one crafts consumables, they are "consumed" and are removed from the system. The balance of supply and demand maintains itself through its inherant nature. If one crafts non-consumables, like most things made in many crafts, one must now fight for one's share of the non-consumable market. The supply will continue to overpower the demand until a floor is reached where the influx of new items falls dramatically. In a real world, things break down, degrade, whatever, thus removing competition from the marketplace.
SE has partially addressed this problem through the addition of desynthesis recipes, recipes utilizing previously non-consumable items (ie: Haubergeon into Hauberk or Mercenary's Kyahan into Windurstian/Federation Kyahan), donation of equipment for regional influence (um, who would donate any of any worth for regional influence?), and RARE/EX items. It doesn't appear to have scratched the surface, however.
In an economy where one item was worth 10,000,000, it became 10 items worth 100,000 each, then 100 items worth 10,000 each, then 1,000 items worth 1,000 each etc. I understand that this is going to happen as an economy matures. However, the items aren't being removed in any significant way. The prices of all non-consumables are going to continue to fall. I have seen this with almost every single piece of equipment I purchased while leveling up my WAR; I bought it, used it, then had to sell it back at a loss.
This situation has been artificially delayed through the introduction of each release into a new market (JP PC, NA PC, NA PS2, EU ...). I say artificially because the problem is not corrected, but the market is merely expanded to prolong the inevitable. Demand goes up due to the increase in player population and prices take a temporary hike only to fall even lower afterwards.
Some can argue that some items have remained at a constant price and yes, some have. My explanation for that is it has either hit a floor where it has lost the interest of most to persue, or it is so rare that there has not yet been enough time to display the flawed nature of the economy. The Ridil, Juggernaut, and various other items are examples of this rarity.
I mentioned that I am a ways into leathercrafting because this is the only craft with which I have had time to research and experience the markets for the items. The other night I decided to investigate what I had to look forward to and I found out that there really isn't much. Most of the interesting items (you know, the ones you took up a craft in order to make) are selling for a little or considerably less than the cost of materials. Amemit Mantle, for instance, is selling for 60k while the Amemet Skin (needed for the recipe) is worth 100,000. Narasimha's Cesti costs 100,000 to make and sells for 80,000. Brigadine, while I don't have the exact figures, is also done at a loss. Black Coathardie (a considerable investment in time, effort, and gil in multiple crafts) barely breaks even. This leaves us with obscure items which have gone undiscovered by most crafters, consumables, or HQ items. Amemit Mantle +1 is worth 900,000, for example. The problem is the crafters see this as a huge profit and put out even more mantles at a loss hoping they land the big +1.
I will admit that some crafts are more susceptible to this than others. Some crafts can create non-consumables that are never sold by active players while others are concentrated into such a small market that they are always overpopulated by supply. The end-game market will continue to grow as time moves on, so there is a small amount of hope for the high level crafters. This does leave some of us waiting for SE to create items that will call for our craft.
I'm not asking for people to give up secrets as to what will bring them their gil in their craft, but just to discuss an idea that the FFXI economy is going to continue to become more and more flooded as time goes on. It really frustrates me when people make request an item from me and I reply "just go buy it at the AH, it is cheaper than what I can make it for". Is this how all MMORPG economies are or is it just a flaw in Square-Enix's implementation?
Perhaps my view of this is wrong, and I do encourage people to add their opinion here, but as I've pushed leathercrafting up quite a ways it has become even more prevalent that the economy outlook for crafters is pretty abysmal.
Unless one is crafting consumables, one is crafting into a closed system where most pre-existing items have no way to get out. If one crafts consumables, they are "consumed" and are removed from the system. The balance of supply and demand maintains itself through its inherant nature. If one crafts non-consumables, like most things made in many crafts, one must now fight for one's share of the non-consumable market. The supply will continue to overpower the demand until a floor is reached where the influx of new items falls dramatically. In a real world, things break down, degrade, whatever, thus removing competition from the marketplace.
SE has partially addressed this problem through the addition of desynthesis recipes, recipes utilizing previously non-consumable items (ie: Haubergeon into Hauberk or Mercenary's Kyahan into Windurstian/Federation Kyahan), donation of equipment for regional influence (um, who would donate any of any worth for regional influence?), and RARE/EX items. It doesn't appear to have scratched the surface, however.
In an economy where one item was worth 10,000,000, it became 10 items worth 100,000 each, then 100 items worth 10,000 each, then 1,000 items worth 1,000 each etc. I understand that this is going to happen as an economy matures. However, the items aren't being removed in any significant way. The prices of all non-consumables are going to continue to fall. I have seen this with almost every single piece of equipment I purchased while leveling up my WAR; I bought it, used it, then had to sell it back at a loss.
This situation has been artificially delayed through the introduction of each release into a new market (JP PC, NA PC, NA PS2, EU ...). I say artificially because the problem is not corrected, but the market is merely expanded to prolong the inevitable. Demand goes up due to the increase in player population and prices take a temporary hike only to fall even lower afterwards.
Some can argue that some items have remained at a constant price and yes, some have. My explanation for that is it has either hit a floor where it has lost the interest of most to persue, or it is so rare that there has not yet been enough time to display the flawed nature of the economy. The Ridil, Juggernaut, and various other items are examples of this rarity.
I mentioned that I am a ways into leathercrafting because this is the only craft with which I have had time to research and experience the markets for the items. The other night I decided to investigate what I had to look forward to and I found out that there really isn't much. Most of the interesting items (you know, the ones you took up a craft in order to make) are selling for a little or considerably less than the cost of materials. Amemit Mantle, for instance, is selling for 60k while the Amemet Skin (needed for the recipe) is worth 100,000. Narasimha's Cesti costs 100,000 to make and sells for 80,000. Brigadine, while I don't have the exact figures, is also done at a loss. Black Coathardie (a considerable investment in time, effort, and gil in multiple crafts) barely breaks even. This leaves us with obscure items which have gone undiscovered by most crafters, consumables, or HQ items. Amemit Mantle +1 is worth 900,000, for example. The problem is the crafters see this as a huge profit and put out even more mantles at a loss hoping they land the big +1.
I will admit that some crafts are more susceptible to this than others. Some crafts can create non-consumables that are never sold by active players while others are concentrated into such a small market that they are always overpopulated by supply. The end-game market will continue to grow as time moves on, so there is a small amount of hope for the high level crafters. This does leave some of us waiting for SE to create items that will call for our craft.
I'm not asking for people to give up secrets as to what will bring them their gil in their craft, but just to discuss an idea that the FFXI economy is going to continue to become more and more flooded as time goes on. It really frustrates me when people make request an item from me and I reply "just go buy it at the AH, it is cheaper than what I can make it for". Is this how all MMORPG economies are or is it just a flaw in Square-Enix's implementation?
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