Market forces in FFXI have similar negative effects on the FFXI populace as they do in real life. Many nations employ systems of control to mitigate negative economic trends. I was wondering if S-E would be willing to consider adding such a system to FFXI so that they could make the economy of FFXI more stable and less harrowing overall for the entire population. I shall provide below an example system:
The Guild Merchants will purchase and sell back any non-high-quality item for which their Guild Recipe NPC (e.g. Sieglinde) provides a recipe (This service may be restricted to Contracted Guild Members of appropriate rank). The Guild then stocks the items up to a certain amount until the end of the business day. At the end of the day, the Guild recalculates it's prices but will never, of course, let go of an item for less than they bought it for. If the demand for the item is high, the price of the item and, of course, the amount the guild pays for the item go up. At this time, the guild may also decide to increase its standing stock of the product. If the item does not sell, the price falls and the guild pay falls. The guild may also decide to decrease its standing stock.
When the guild decreases standing stock below it's current level, the items are (a) Desynthesized and sold as reagents if a desynthesis exists at an appropriate desynthesis rate and/or (b) liquidated and all guild prices rise to cover the cost of the guild's overstock.
The Guild Purchase Value (from PC) Floor is the same as the Inflation-Adjusted NPC Base Purchase Value (@ 0 fame) and the Guild Inventory Floor is 1 item--all items start out at this level. The Guild Sale Value (to PC) Floor is the same as the Inflation-Adjusted NPC
Base Sale Value Floor (@ 0 fame).
The Guild Inventory rises by a logarithmically determined percentage (with a minimum of 1 unit) only in the event of a full sell-out (the maximum level of cautiousness). The Guild inventory drops if the Sale Price (To PC) reaches the IC-Adjusted price floor and remains stocked.
This system is beneficial in that it allows SE to manipulate the economy by adjusting certain the price-setting numbers of the Guild NPCs allowing them to regulate currency inflow and outflow. The IC calculation can also be directly influenced by intervention (like the Fed does). This allows for controlled inflation/deflation rather than instantaneous random zapping of gil. For instance--if SE destroys 1bil gil on a server, that has a serious negative impact on the economy. To "swing" it back into alignment, SE can adjust the Guild and IC numbers to create a higher positive gil generation value. Server side equations can be used to regulate this by watching overall action on the Auction House (SE needn't be concerned with tracking each gil generated by NPC/mob transaction, but the system would be more accurate if this was already available). If there is too much volume, the NPCs drop payouts and increase costs and vice versa if there is too little.
Basically, the idea is that a "static" NPC economy is detrimental to a Free-market game like FFXI. If the NPCs respond to market forces, the economy becomes more stable and controllable.
- S-E is capable of calculating Economic Volume in the same way that www.FFXIAH.com is. That is, to find the volume of currency that flows through the AH in a single day.
- Using this value, the server can set an "Inflation Coefficient" (IC) by comparing the servers' to each other.
- The IC is then applied to all rewards, item sales, and prices.
- The Guild Merchants are instrumental in controlling oversupply. While standard merchants base their prices on a fixed base price modified by the IC, the guild operates differently...
The Guild Merchants will purchase and sell back any non-high-quality item for which their Guild Recipe NPC (e.g. Sieglinde) provides a recipe (This service may be restricted to Contracted Guild Members of appropriate rank). The Guild then stocks the items up to a certain amount until the end of the business day. At the end of the day, the Guild recalculates it's prices but will never, of course, let go of an item for less than they bought it for. If the demand for the item is high, the price of the item and, of course, the amount the guild pays for the item go up. At this time, the guild may also decide to increase its standing stock of the product. If the item does not sell, the price falls and the guild pay falls. The guild may also decide to decrease its standing stock.
When the guild decreases standing stock below it's current level, the items are (a) Desynthesized and sold as reagents if a desynthesis exists at an appropriate desynthesis rate and/or (b) liquidated and all guild prices rise to cover the cost of the guild's overstock.
The Guild Purchase Value (from PC) Floor is the same as the Inflation-Adjusted NPC Base Purchase Value (@ 0 fame) and the Guild Inventory Floor is 1 item--all items start out at this level. The Guild Sale Value (to PC) Floor is the same as the Inflation-Adjusted NPC
Base Sale Value Floor (@ 0 fame).
The Guild Inventory rises by a logarithmically determined percentage (with a minimum of 1 unit) only in the event of a full sell-out (the maximum level of cautiousness). The Guild inventory drops if the Sale Price (To PC) reaches the IC-Adjusted price floor and remains stocked.
This system is beneficial in that it allows SE to manipulate the economy by adjusting certain the price-setting numbers of the Guild NPCs allowing them to regulate currency inflow and outflow. The IC calculation can also be directly influenced by intervention (like the Fed does). This allows for controlled inflation/deflation rather than instantaneous random zapping of gil. For instance--if SE destroys 1bil gil on a server, that has a serious negative impact on the economy. To "swing" it back into alignment, SE can adjust the Guild and IC numbers to create a higher positive gil generation value. Server side equations can be used to regulate this by watching overall action on the Auction House (SE needn't be concerned with tracking each gil generated by NPC/mob transaction, but the system would be more accurate if this was already available). If there is too much volume, the NPCs drop payouts and increase costs and vice versa if there is too little.
Basically, the idea is that a "static" NPC economy is detrimental to a Free-market game like FFXI. If the NPCs respond to market forces, the economy becomes more stable and controllable.
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