The Neispace of Doom wrote:
Since the OP shot his credibility to hell rebutting anyways, a slight derail:
Quote:
SE has an economic vision of all players coming together to cohesively create a dynamic market that rewards entrepreneurial ventures, innovative thinking and constantly changing strategies to make money. The unfortunate by-product of this system is that FFXI's economic system is rapidly beginning to imitate that of real life.
What I mean by this is that the gap between the 'haves' and the 'have-nots' is growing wider and wider. Not only that, but it is quite difficult to move from 'lower class' to 'middle class' or 'upper class' without some form of RMT, some very creative money-making strategies, or incredible luck. In short, FFXI is being shaped to imitate real life, and it's clear that you don't like that.
I don't think SE thought that much ahead. I thought personally they realized that leveling was so incredibly easy in this game that they needed to make gil and resources scarce to balance out the time spent. I mean, you could level a job in a few months even before toau if you were seriously dedicated.
So they instead made the items and money a pain to get. It worked, but they were half-*** and didn't catch glitches, and also didn't realize making gil and items hard to get attract rmt like a magnet.
Plus, it was starting to drive people away, so they fixed it slightly, making basic gear and supplies pretty easy to get, but anything else a painful grind. There's no real economic vision imo except to make gil production and wealth difficult and time consuming at the higher levels.
At the NA launch, hitting level 75 took approximately 6-8 months for your
above average player. Your average player would cite at least a year to two years to get their first 75. If you ever played at the NA launch, when Crabs were staple food for eons (Kuftal / Bibiki), 5k / hour was considered very very good for most level tiers. These days, 8k is below average for me, 15k is above average. That's an incredible jump, as it basically halved / chopped by two-thirds the average time one would spend getting to 75.
Basic gear and supplies were always easy to get for the intelligent individual; although we never had something like FFXIclopedia to really check out everything. Gil production and wealth production get much easier as you get to higher levels, but SE has always maintained that they wanted a player-driven community. If you look at the partying system, the auction house system, hell, pretty much every system in this game, you can see that they're consistently pushing towards a self-sufficient playerbase.
The only thing that SE has really done to 'manage' the economy is the addition of NPC bought items that can be desynthed into raw materials, thereby making a 'cap' price so that specific items like silver ingots, wouldn't go above (because players could easily desynth the item instead of purchasing on the AH). Outside of that, the Mog Bonanza went very towards opening up a previously ridiculously overpriced market.
If you can cite me any times when SE has deviated from it's vision of a 'real life' market, then I'd really like to hear it, because it's difficult to look at our current crafting system, our lack of any
good pieces of gear that one could purchase from an NPC as opposed to a player, and the fact that every other significant piece of gear requires some form of player interaction, except RA/EX NM camping, but those were
originally another form (whether SE intended it or not) of gil generation.
One could Garden for low cost, low maintenance and low reward (except for expensive Ore Farming). But most high gain gardening requires a player-driven demand in order to really profit.
One can HELM for profit, but once more, this requires player-driven demand for your raw materials in order to make any form of profit.
One can craft for profit, but any crafter will know that flooding the market is the dumbest thing to do, and you have to cleverly manage player demand in order to make any profit, regardless of Goldsmithing 100 or Cooking 20.
One can farm for profit, but if you farm items with no demand, or you farm items that players don't need, then, once more, you won't make any money.
One could, at one point in time, camp NMs as a method of high-risk high-gain money methods. This was brought to the point where NM camping was a legitimate "ffxi career" to generate money.
One could also farm coffers, but not for NPC-sellable items, but for Astral Rings to pawn on the AH.
One could even constantly level and delevel low level jobs in order to farm and sell crystals.
All of these ideas listed above were the mainstream methods of farming gil a few years back, but this was with the inflation of RMT and whatnot. NPC farming and selling is, in all honesty, a brand new idea to me when I came back to FFXI, and do you know why?
Because the economy has never been so low before. As a result, the NPC resale values have, for the first time ever, dropped below player demand in the economy. I can guarantee you that if FFXI got a larger influx of new players, prices would rise, demand would rise, and players would slowly go back to farming raw materials to pawn on the AH, while NPC farming would decline.
This is just like a real-life market, except that SE has created a 'fake demand' with these unlimited gil NPCs, and the only reason why these NPCs exist is to somewhat regulate the market and prevent it from really crashing.