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Is SE planning to make any adjustments to the gilsources and gilsinks in game?

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  • #31
    Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

    there's alot of +1 items that aren't even profitable anymore.

    but the strength of gil sinks has very little to do with the "relative" price of HQ versus material costs anyway, at least until such time that gil is worth so much that materials and NQs become basically 'worthless' (this is the way we're heading if nothing actually changes).

    again, the concerning issue is that stuff from the npc economy now costs more (relatively) than it ever has in the past.

    it takes 5x the number of HQ's to make the same number of dynamis hourglasses, etc. (10x the HQ's to make the same number of limbus runs).

    I'm ok with the player economy balancing out at a lower level. but if that's SE's goal, they should move the gil sinks into equilibrium again so that 1) the economy *does* balance out. and 2) endgame players can continue to afford endgame content. if the second doesn't happen, then alot of the high level crafters the mid-level players depend upon will be quitting (along with many other endgame players who provide the bulk of rare supplies).
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    • #32
      Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

      The first thing SE needs to do is to remove or greatly reduce the fee that comes with Storing Armor. I'd say storing armor does a service to crafters, no reason to put a penalty on it, now that inflation isn't a problem.

      EDIT:

      Oh and about things being easier for lower level players because things are cheaper: that might be true. However, it still isn't good for the game. Crafters need a market that has a lot of gil to be spent. Otherwise, they will only loss money and things like HQs will have to be sold for either a much lower price or take weeks and weeks to sell(this is currently the case).

      I much rather have someone have a harder time getting gear for his first year of FFXI than an entire principal of the game being broken.
      Last edited by Legal Fish; 04-29-2007, 04:14 PM.
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      • #33
        Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

        Deflation is self-limiting already. The lower prices get, the more things will be sold to NPC instead of auctioned (colibri body parts are already routinely sold to NPC, for example), which puts more gil into the economy and slows the deflation. Eventually it bottoms out - probably long before people start turning in their silk to the crawler culler quest.

        Crafters don't need their craft to be profitable to pursue it. For every non-RMT that crafts for money there are two or three - or more - that do it because they like it, or to help LS members, or something like that. Many, possibly most, crafters never recoup their skillup investment at all, let alone make as much profit as they could have made with the *time* they spent crafting. But they do it anyway, because they want to.

        Furthermore you neglect the importance of materials becoming cheaper. While deflation is still going on, anyone who buys their materials, waits a week for favorable moonphase, crafts, and has the product not sell for another week risks taking a loss; but once it has bottomed out that won't be as big a risk. HQs can't consistently sell at a loss unless nobody wants them for use (because they're always going to be rare relative to their materials).

        Crafting isn't a license to print money. Nor should it be. You still need to watch the market, and still have some risk of being burned by an unexpected market movement. But when it does pay off it can pay off big, which makes up for it (in the minds of enough players, clearly).

        Loss of crafters (if it happens at all) is also self-limiting, since it affects the supply and demand. If enough crafters ever leave the game for crafted items to actually become scarce, supply and demand will make crafting more profitable and draw more people into it. In fact, supply and demand is what is working against crafters right now: the market is grossly oversaturated. The game has far *more* crafters than it needs; worrying about a shortage of crafters and crafted items is ludicrous. (Let alone worrying about a shortage of high level players. Sheesh.)
        Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
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        • #34
          Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

          The way you speak of deflation makes it seem like a perfect system. Maybe in the long run or maybe at certain points. However, right now, everything is dropping in price at different rates.

          In general, players have less money, so they will splurge less on rarer things. This is the case even if you consider that the price of everything drops. This is because the difference in wealth drops too. Without these rare "500% richer than the rest of the game" people, really rare items sell at price that makes them not worth it as a crafter to burn the materials needed to get a HQ in the first place(also working hard to get their +1 equipment/furnishing).

          Right now, a common trend is crafters waiting more than a month, sometimes several, before they sell their HQ they worked hard for.

          I don't think the game has to be at a set level, but crafters should have a way to generate gil(and delete items from the system), this way, they can burn money on buying materials... which came from NMs/HNMs/normal mobs non-crafters farmed... which they money use to gain will be spent on crafted items.

          Too many crafters is also a problem, which is why I mentioned deleting items from the system.
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          • #35
            Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

            deflation in the pc economy is self limiting to a point. (it's also self-regulating).

            it's the npc economy that will kill it.

            if things deflate enough, we'll end up on a barter system because gil is too important to waste on gear that you can trade for.

            if that doesn't define a broken economy, I don't know what does.

            item inflation is an issue. this is partly because there are more crafters (although I can still count the number of 90+ NA crafters on my server in my craft on one hand) and partly because SE keeps introducing *better* gear. (how many endgame jobs have their best gear slots as dropped EX? between dynamis/salvage/assault/nyzul/limbus/quest rewards for the zilart/cop missions, etc.) all those ex pieces, unlike the sky pieces, don't take a durable out of the system. in fact, salvage hurts the issue by increasing the price of certain rare(r) ingredients - making the related synths that much more expensive.

            and every time a ninja gets his koga chainmail, another scorpion harness re-enters circulation (etc. for other jobs and other 'major' pieces.) crafting isn't ultimately the issue though, although crafters feel the change in market forces soonest and hardest, it's that - if deflation is allowed to drop all the way to 'self-regulating' then the economy will fail w/re to endgame dynamis/limbus. (this will hurt mage jobs the most. 90% of the good redmage/whitemage/blackmage/summoner gear is in dynamis and limbus)
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            • #36
              Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

              Originally posted by Legal Fish View Post
              The way you speak of deflation makes it seem like a perfect system. Maybe in the long run or maybe at certain points. However, right now, everything is dropping in price at different rates.
              True, but my posts tend to be long in the first place, so I try to avoid going into *way* too much detail.

              Market fluctuations are normal, though. They happen even when there isn't a major overall trend in prices/gil supply.
              In general, players have less money, so they will splurge less on rarer things. This is the case even if you consider that the price of everything drops. This is because the difference in wealth drops too. Without these rare "500% richer than the rest of the game" people, really rare items sell at price that makes them not worth it as a crafter to burn the materials needed to get a HQ in the first place(also working hard to get their +1 equipment/furnishing).
              Why do you think that deflation would make it so there isn't anyone 500% richer than anyone else? That's a bizarre assumption that doesn't seem to be supported by the facts. They may "only" have 100M now, but when everyone else only has 10M or even less, that's still much richer than anyone else.

              There is a psychological effect to deflation that makes people think they're poorer than they are because they don't take into account (enough) how much more the gil they do have is worth. But people will adjust to that eventually.
              Right now, a common trend is crafters waiting more than a month, sometimes several, before they sell their HQ they worked hard for.
              Well, that seems like a bad idea during deflation, if they're doing it on purpose. If not, then it's just the way the market goes; investing has risks. Crafting is not a "give me big moneyz now" button. Crafters shouldn't be any more immune to economic risks than non-crafters. If they play the market they might lose.
              I don't think the game has to be at a set level, but crafters should have a way to generate gil(and delete items from the system), this way, they can burn money on buying materials... which came from NMs/HNMs/normal mobs non-crafters farmed... which they money use to gain will be spent on crafted items.
              Too many crafters is also a problem, which is why I mentioned deleting items from the system.
              There already is a way to generate gil and delete items from the system, and you don't even have to be a crafter to do it. It's called "selling to NPCs". The fact that very, very few items are actually worth more this way than they are on the AH suggests that prices aren't really that low yet.

              The fact that people commonly farm monsters for *items*, rather than going directly to the gil-dropping mobs to make gil, is another sign that in fact gil *isn't* worth more than items and prices could still go quite a bit lower without breaking anything, if SE so chooses. All those coffers that you can get 10K gil out of? Still not worth trying to find even if you have the key in your inventory. Eventually they will be if prices keep falling. Tiger fang quest and other repeatable quests for gil? Not worth it, better to farm the same items and sell them on AH. Getting gil directly is still a very inefficient way to get gil - it's much better to get items and sell them. That's because price levels are still pretty high by any standards other than historical ones.

              It's not that there are no restraints on deflation. It's just that prices haven't fallen far enough to trigger most of them, yet.
              Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
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              • #37
                Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                I'm not saying you are completely wrong, but I think you are missing a glaring wound in the system. FFXI doesn't seem designed for this much gil fluctuation. The fact that most of our anti-inflation fixes came a long awhile after inflation hit it's height is a testament to that.

                There needs to be a fix, no doubt about it. Either you make adapt FFXI for deflation, like they did with inflation, or you push inflation and rely on the changes you made for inflation in the past.

                FFXI had a nice boot up system: many low level quests that gave gil and Rank Missions. However, people are caring less and less about rank missions and many people have already done them(as the game is becoming more 75-based). Btw, don't hold me on this point, it's just one example of many. Just something to be noticed.

                Why do you think that deflation would make it so there isn't anyone 500% richer than anyone else? That's a bizarre assumption that doesn't seem to be supported by the facts. They may "only" have 100M now, but when everyone else only has 10M or even less, that's still much richer than anyone else.
                There's a floor at some point. You break through the floor and NPCs replace the AH. Right now, I'd say we are a little bit above the floor, but some of the market has begun to skim on it. Worst case scenario, the entire game's market with a few exceptions crashes through. Now this isn't too big of a problem right now, but I'm thinking about the future. At the rate things are going now, if nothing is done, we will have a market worse than the great inflation Christmas... a lot worse. But, I'm not saying it's the end of the world, SE isn't stupid.

                Anyway, back to the point, as we go down, the roof mimics the floor. You can almost draw a parallel to HQ vs NQ and NQ vs NPC values. Almost. And this isn't just item inflation causing it. It's people not wanting to spend money on things. Deflation may just be a mental effect, but it's there and that's what matters most. That it is, not how or why.

                Like in reserve, not every market exploded during inflation's height. You saw Vermy Cloaks go from x2 to x4 to x6 prices, but some markets never even passed x1.5. People are more willing to splurge if they know can make gil easily. If you go too high, people splurge too much. If you go too low, people don't splurge enough.

                Well, that seems like a bad idea during deflation, if they're doing it on purpose. If not, then it's just the way the market goes; investing has risks. Crafting is not a "give me big moneyz now" button. Crafters shouldn't be any more immune to economic risks than non-crafters. If they play the market they might lose.
                You seem to be going out of your way to be apathetic to crafters...

                Usually, crafters make many NQs for no gain or even at a lose for a chance at a HQ with a big gain. It's a gamble, it's always been. At least for none consumable markets(like food or ninjetsu). I agree that that there is a large amount of crafters, but some items are still very rare and are still suffering. There could be only Zenith Mitts-1 on the server and it might still find itself having a hard time selling for a decent amount.

                There already is a way to generate gil and delete items from the system, and you don't even have to be a crafter to do it. It's called "selling to NPCs".
                I didn't say this didn't work for materials, infact, the system works kind of nicely for materials. Noobies can farm things like Flytrap leaves and they sell well. But for crafted items, they do not. Not usually anyway(Anything involving Coral Fragments seem nice). It just doesn't work as the way things are now. It should be made to be more popular.
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                • #38
                  Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                  selling to npc doesn't work as well as SE originally intended for it to.

                  why? because SE nerfed vendor resale prices to combat item botting.

                  there were items (mostly fish) that sold for 5 digits to npc's once.
                  now? I can't remember the last time I found something that npc's for more than about 2.5k.

                  SE broke the deflation safety valves to help combat inflation, and it worked. now SE needs to look into either instituting policies that lead to inflation (by providing more ways for gil to be minted into the system) and depend on their inflation valves, or they need to introduce (or re-introduce) the safety valves that help combat deflation.
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                  • #39
                    Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                    Both of you seem to think that if prices ever fall even 10% below where they were at NA release it'll be a disaster and the end of all things - that reversing the inflation of the last 3 years is the most price reduction that could even be contemplated - and perhaps that even that much deflation is too much.

                    Why?

                    What's wrong with some items falling to meet their NPC sale/quest prices while some are still more profitable to AH? Why must crafters be absolutely guaranteed a source of constant profit? Why are fixed gil sources *necessarily* doomed to remain utterly insignificant and a complete waste of time?

                    You're absolutely right that most people don't seem to care about doing their rank missions and collecting their 300K (let alone doing the world tour, which maybe half a dozen people per server have bothered to do) - because 300K will buy you a couple stacks of food at current "deflated" prices. If 300K would buy you a pair of sniper rings (like it eventually will if we have *more* deflation), maybe more people would consider it worth the effort...

                    That's the kind of thing I mean about the deflation safeties not being triggered yet. Prices are *still too high* to make it worthwhile to bother trying to get gil (and therefore many of the gilsources the game *does* have sit unused). It's still much better to get items. Once this changes, people will pursue gil sources and introduce more gil. Until Qufim, Beaucedine and Tavnazia are filled with people farming giants for gil because it's more profitable than farming for items, we don't have a real gil shortage.

                    If you go too low, people don't splurge enough.
                    You seem to be going out of your way to be indifferent to non-crafters. Maybe not every useful item should require "splurging" to get it? I bet you just hate the way Jaridah Peti and the Pahluwan body destroyed the SH market. I love it. More people are fighting more effectively without having to splurge to get that effectiveness - and that's GOOD.

                    In any case, the main factor that has made prices unfavorable to crafters is - other crafters. They're the ones keeping your materials prices high while driving down your products prices, not SE. The shift in absolute prices may reflect the shrinking of the gil supply, but the shift in relative prices is due to the oversaturation of the market. Confusing the two issues doesn't help anyone.

                    There's no reason for SE to give people stronger economic incentives to enter an already oversaturated market. The game doesn't need it, the players don't need it. People who want to craft because they think it's fun can do it even if it costs them gil (or time farming their own materials); or if it costs them too much gil they don't have to do it at all, there's plenty of other people who will. That's what I mean when I say crafting isn't and shouldn't be a "make money" button. If crafting becomes rarer, supply and demand will make it more profitable to HQ and less lossy to NQ and skillup, pulling more people into it, long before some kind of "there aren't any crafters, now what do I do with this venomous claw?" crisis.

                    Why should SE arrange the economy so that you can get paid for doing something you enjoy, while other people have to pay you to be able to continue doing things they enjoy? Or if you don't enjoy crafting, why does it bother you so much to be "forced" to change to another method of making money?

                    Raising chocobos takes time and money, too. Should winning a chocobo race have a multi-million gil payout like HQ'ing some valuable item?
                    Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
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                    • #40
                      Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                      Originally posted by Karinya View Post
                      What's wrong with some items falling to meet their NPC sale/quest prices while some are still more profitable to AH? Why must crafters be absolutely guaranteed a source of constant profit? Why are fixed gil sources *necessarily* doomed to remain utterly insignificant and a complete waste of time?
                      Because S.E never ment for players to sell items to npcs. I mean if they did intend to. Then why touch rusty sales or fish sales. Npc buy stuff for low prices to encourage player to player transactions, not steer people away.

                      Originally posted by Karinya View Post
                      You're absolutely right that most people don't seem to care about doing their rank missions and collecting their 300K (let alone doing the world tour, which maybe half a dozen people per server have bothered to do) - because 300K will buy you a couple stacks of food at current "deflated" prices. If 300K would buy you a pair of sniper rings (like it eventually will if we have *more* deflation), maybe more people would consider it worth the effort...
                      You wont ever see sniper ring prices like you did during Pc launch. It's not the crafters fault for that either. Its the rarity of the item used to craft it. Another wonderful band aid fix by S.E. As for why players don't do ranked missions to make gil. Why bother wasting hours apon hours for a laughable 300k.



                      Originally posted by Karinya View Post
                      That's the kind of thing I mean about the deflation safeties not being triggered yet. Prices are *still too high* to make it worthwhile to bother trying to get gil (and therefore many of the gilsources the game *does* have sit unused). It's still much better to get items. Once this changes, people will pursue gil sources and introduce more gil. Until Qufim, Beaucedine and Tavnazia are filled with people farming giants for gil because it's more profitable than farming for items, we don't have a real gil shortage.
                      MY ninja bot farms upper default tower for gil. 100+ a giant. Don't go ruining it now for me...

                      Originally posted by Karinya View Post
                      You seem to be going out of your way to be indifferent to non-crafters. Maybe not every useful item should require "splurging" to get it? I bet you just hate the way Jaridah Peti and the Pahluwan body destroyed the SH market. I love it. More people are fighting more effectively without having to splurge to get that effectiveness - and that's GOOD

                      In any case, the main factor that has made prices unfavorable to crafters is - other crafters. They're the ones keeping your materials prices high while driving down your products prices, not SE. The shift in absolute prices may reflect the shrinking of the gil supply, but the shift in relative prices is due to the oversaturation of the market. Confusing the two issues doesn't help anyone.
                      crafters may have screwed other crafters, But don't think for a minute that S.E didn't dip there hand into the mix as well. S.E in rather addressing certain issues of their times implemented band aid fixes. Making some items easier to obtain thus flooding a market causing deflation, Or taking ways to obtain certain items causing inflation.

                      Originally posted by Karinya View Post
                      There's no reason for SE to give people stronger economic incentives to enter an already oversaturated market. The game doesn't need it, the players don't need it. People who want to craft because they think it's fun can do it even if it costs them gil (or time farming their own materials); or if it costs them too much gil they don't have to do it at all, there's plenty of other people who will. That's what I mean when I say crafting isn't and shouldn't be a "make money" button. If crafting becomes rarer, supply and demand will make it more profitable to HQ and less lossy to NQ and skillup, pulling more people into it, long before some kind of "there aren't any crafters, now what do I do with this venomous claw?" crisis.
                      Why should SE arrange the economy so that you can get paid for doing something you enjoy, while other people have to pay you to be able to continue doing things they enjoy? Or if you don't enjoy crafting, why does it bother you so much to be "forced" to change to another method of making money?
                      Raising chocobos takes time and money, too. Should winning a chocobo race have a multi-million gil payout like HQ'ing some valuable item?
                      If crafting isn't suppose to be a form of income for players. Then why haven't i seen certain craftable items for sale yet? If crafting is to be only for fun. Then why hasn't NPC's met server prices yet? 15k for a lvl 11 axe in Selbina is a freakin joke. Especially when it is crafted for 1k. If crafting was only ment to be for fun an not a source of income. Why don't we get more variety of items then we have with way easier ways to obtain it. Right nwo what your saying is you want to build a WoW type crafting style. Minus the skill ups.

                      If you make crafting more rarer. Then you make farmed material dirt cheap for the suppliers. Not to mention you will eventually cause that market to crash. This will effect the farmers, bcnms, an the other ways items are introduced into the circulation of things.

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                      • #41
                        Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                        what strange servers are y'all from?

                        noble's tunics have never been cheaper (on hades or midgardsormr) than they are today. at least counting back to the date of NAPC launch (didn't import).

                        scorpion harness, (ada)haub(erk), vermillion, sniper's (archer's rings is another story) , all cheaper than they've -ever- been. again, not including pre-import prices.

                        (500gil/stack earth crystals? they were at least 1k on midgard the day of npc launch)

                        10% cheaper? Karinya, based on my server we're already at least 50% (in some cases more like 350%) cheaper.

                        and again. I don't honestly care what level the player economy is at. (since everything is cheaper, that's ok) what I care about is that there's endgame content that's getting absolutely priced out by what can only be described as -rampant- deflation. (-60 to -83% year over year is our current daily deflation rate (~.4% day) ) let the currency float, ok - let the major npc items like hourglasses and detergent float a little too, so it doesn't cost an entire endgame body worth of gil to get a month worth of runs for one person.

                        300k for two-three days worth of missions (that you can only 'repeat' twice) -> 900k for what.. 60 missions? it's a pretty good haul for the player economy: enough to get that pretty hauberk your Dark knight (or SH for ninja etc) is pining for, with a bit left over for enough exp food to last a couple months. yeah. buys 9/10ths of one hourglass.

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                        My restless soul is longing.
                        No Pain remains no Feeling~
                        Eternity Awaits.

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                        • #42
                          Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                          You seem to be going out of your way to be indifferent to non-crafters. Maybe not every useful item should require "splurging" to get it? I bet you just hate the way Jaridah Peti and the Pahluwan body destroyed the SH market.
                          First off, let me point out how rude it is to put words in my mouth. I've been going out of my way to treat you like an intelligent person, but am I wasting my time here?

                          I have nothing against Jaridah Peti or Pahluwan. Just like I have nothing against crafters. Every aspect of the game is important to my opinion and the thing I want most is balance.

                          I'm not sure what has made you bitter against crafters and the way SE intended crafters to work, maybe you got all emo'd up because you worked hard and farmed for these items. Or maybe you couldn't and that's why you are so mad about them. You paint these guys are villains to your game, but they serve a very important role. Why not put a hit on the weather next time you want to go the beach while you are at it?

                          There is nothing wrong with having tiers of armor that require more and more gil to buy better and better gear. This gives gil a use and crafter a use. I'm happy for the players with less gil, as they will not fall too far behind players with a lot of gil. However, you shouldn't spit in crafters faces once the system changes.

                          I've said my facts, but now you just want to enforce your vendetta against crafters. This is a waste of time. Try not to be biased next time, you've gone and made yourself look like a complete fool.
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                          • #43
                            Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                            Originally posted by Amele View Post
                            and again. I don't honestly care what level the player economy is at. (since everything is cheaper, that's ok) what I care about is that there's endgame content that's getting absolutely priced out by what can only be described as -rampant- deflation. (-60 to -83% year over year is our current daily deflation rate (~.4% day) ) let the currency float, ok - let the major npc items like hourglasses and detergent float a little too, so it doesn't cost an entire endgame body worth of gil to get a month worth of runs for one person.

                            300k for two-three days worth of missions (that you can only 'repeat' twice) -> 900k for what.. 60 missions? it's a pretty good haul for the player economy: enough to get that pretty hauberk your Dark knight (or SH for ninja etc) is pining for, with a bit left over for enough exp food to last a couple months. yeah. buys 9/10ths of one hourglass.

                            is something broken? I think it's staring us in the face.
                            One big thing you're overlooking here - Endgame linkshells have different rules and that has a large impact on how things are done. SE can't control what a linkshell does, but they can set the terms of how endgame events are done and I don't think they'll do anything to make things easier on your pouch of gil there.

                            Some LSes have LS banks, some don't. Some LSes have Dyna entry fees, some others don't and the sponsor will make you pass on all currency as a result. Some Linkshells lot people bid points on craft items, others don't.

                            Should SE be faulted for how you approached endgame, which shells you joined and which rules you chose to subscribe to? Should SE care if you just chose to do limbus, dynamis and little else in endgame? Because those aren't terribly profitable ventures for most participants.

                            You pick your poison and you live with it.

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                            • #44
                              Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                              Originally posted by Omgwtfbbqkitten View Post
                              One big thing you're overlooking here - Endgame linkshells have different rules and that has a large impact on how things are done. SE can't control what a linkshell does, but they can set the terms of how endgame events are done and I don't think they'll do anything to make things easier on your pouch of gil there.
                              Some LSes have LS banks, some don't. Some LSes have Dyna entry fees, some others don't and the sponsor will make you pass on all currency as a result. Some Linkshells lot people bid points on craft items, others don't.
                              Should SE be faulted for how you approached endgame, which shells you joined and which rules you chose to subscribe to? Should SE care if you just chose to do limbus, dynamis and little else in endgame? Because those aren't terribly profitable ventures for most participants.
                              You pick your poison and you live with it.
                              you overlooked that I'm not talking specifically about individual player gil here. (or sponsoring gil for that matter, although it also applies). but about economic levels in general.

                              but here's an example using an LSBank. Shining Cloth (for the longest time) was 10 million (I don't remember what it was during IGE christmas, probably 15-20 million) a nice pull when you could get kirin to drop it. sold, this funded LS dynamis for 5 weeks.

                              today, that same shining cloth now funds 1 LS dynamis run.

                              my same point stands regardless of whether we're talking personally financed runs or ls financed runs: they're 10x what they used to be, so adjust the prices on hourglass and cosmo-cleanse a little. (maybe say, 250k dynamis and 25k limbus) this will help curb inflation and perhaps re-interest the player community in events that are beginning to be viewed as 'expensive'.

                              {edit}
                              Limbus, Dynamis, and Auction House Fees are the three biggest gil-sinks in the game, now that the vir and femina subligar synths have basically been priced out. (people still do them yes, just not in the quantity they were once done.) If SE plans to do anything about deflation and doesn't intend to un-nerf and/or add new gil-sources, then these are the three logical 'dials' to turn to adjust how fast gil enters or leaves the system.

                              given how popular SE's adjustments to gil-sources in the game went overall, I don't see them rolling those back if they can avoid it.

                              Dynamis and Limbus price decreases would be far more visible and popular than an AH fee adjustment, which is part of why I suggest it.
                              Last edited by Amele; 05-02-2007, 08:08 AM.
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                              • #45
                                Re: Is SE planning to make any adjustments to the gilsources and gilsinks in game?

                                Originally posted by Amele View Post
                                you overlooked that I'm not talking specifically about individual player gil here. (or sponsoring gil for that matter, although it also applies). but about economic levels in general.
                                but here's an example using an LSBank. Shining Cloth (for the longest time) was 10 million (I don't remember what it was during IGE christmas, probably 15-20 million) a nice pull when you could get kirin to drop it. sold, this funded LS dynamis for 5 weeks.
                                today, that same shining cloth now funds 1 LS dynamis run.
                                my same point stands regardless of whether we're talking personally financed runs or ls financed runs: they're 10x what they used to be, so adjust the prices on hourglass and cosmo-cleanse a little. (maybe say, 250k dynamis and 25k limbus) this will help curb inflation and perhaps re-interest the player community in events that are beginning to be viewed as 'expensive'.
                                {edit}
                                Limbus, Dynamis, and Auction House Fees are the three biggest gil-sinks in the game, now that the vir and femina subligar synths have basically been priced out. (people still do them yes, just not in the quantity they were once done.) If SE plans to do anything about deflation and doesn't intend to un-nerf and/or add new gil-sources, then these are the three logical 'dials' to turn to adjust how fast gil enters or leaves the system.
                                given how popular SE's adjustments to gil-sources in the game went overall, I don't see them rolling those back if they can avoid it.
                                Dynamis and Limbus price decreases would be far more visible and popular than an AH fee adjustment, which is part of why I suggest it.
                                Yeah one good Kirin outting could pay for allot of dynamis runs. Nowadays everything you get from Kirin barely covers it. Its gotten to the point where our Dynamis is player sponsored. An even now players are beginning to stear away from it, not only from a cost persepective. but the general bullcrap of it all. So along time ago we were going twice a week, nowadays we don't even have them planned in the ls schedule.. It just seems like my ls dont care about getting relic weapons of AF2 anymore...

                                Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

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