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  1. #21
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    which leads back to my first post. there is no way to really solve the problem without losing customers. while there are methods to solve the problem and solve it for good. a lot of people would have a problem with it.

    while #1 on that post doesnt have to be done, cause that would just lower the prices for everything. #3 would almost have to happen for sales caps

  2. #22
    Ranger
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    socketable armor and purchasable upgrades for the armor
    once you socket it, its rare/ex and cannot be traded or given away

    unless of course you pay an NPC a super amount of gil to return the item to its original state

  3. #23
    Saint Daahan Von Quitter the 1st
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    The best way to limit the inflation is for SE to stop gimping drop rates on BCNMs and KSs and actually up the drop rate.

    The biggest part of the inflation problem on the servers are the big, yet neccessary items, such as Haubergeon, Scorpion Harness, Vermy, etc.

    The prices of these things were fairly stable before, because they had decent drop rates off of NMs and BCNMs, but alas SE gimps these drop rates and drops in their entirety and now SH's are closing in on 10mil, Vermy is close to 10-12mil, and haubys are 7mil (on bahamut).

  4. #24
    Chram
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    Gilselling and RMTing may not DIRECTLY be effecting inflation as a whole, but it definately speeds up the process. Look at Remora, Asura, and many other places where gil on IGE is running out every week. Look at their prices. Then look at a server like Siren, where gil wont even be accepted, gilfarmers hardly camp anything, and then look at our prices. Half or less then those servers which are running out of sellable gil.

    To say the two have no relation, is pure ignorance. Money which is somehow being taken from somewhere is getting into the hands of the common player, players who dont know the worth of the gil, and that is what is causing inflation at the rate it is. Sure the gil is there already, but had there been no means to filter it through the mass numbers of newbies and RMTers, the rate at which inflation would take place would be 1/100th of what it is now, just like it used to be. Explain why Juggernaut was 2mil for 2 years, and now raises 2mil everytime one is sold.

  5. #25
    Yoshi P
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    Quote Originally Posted by Lockecole
    Explain why Juggernaut was 2mil for 2 years, and now raises 2mil everytime one is sold.
    That's why it's called a spiral. Once the spiral is set off, it becomes a self-contained entity. it's no longer gil sellers raising the price by 2 million every time it sells, it also the people who can't afford other shit on the AH so they're trying to squeeze every last dime out of their sale.

  6. #26
    Chram
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    That's why it's called a spiral. Once the spiral is set off, it becomes a self-contained entity. it's no longer gil sellers raising the price by 2 million every time it sells, it also the people who can't afford other shit on the AH so they're trying to squeeze every last dime out of their sale.
    I agree, you're right, but the question is, what caused this spiral, and why is it so much more evident on servers where gil is sold at a much higher rate?

  7. #27
    Gorfunion
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    As long as IGE is paying SE a split of the profits there will be no "fix" of the economy.

  8. #28
    BRP
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    which leads back to my first post. there is no way to really solve the problem without losing customers.
    Incorrect. Limbus is just one example of this.

    Okay please post your ideas, this is getting too spammy.

  9. #29
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    I like the idea of upgradeable armour. Kinda like enchantments in WoW, except instead of being from another player it's from an NPC. Like, have an NPC that will add STR+5 to your weapon for 10 million gil or something. Give *good* upgrades that are worth it, and people will pay.

  10. #30
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    limbus is not an example of a solution cause it doesnt solve the problem. it is something that slows it down.

    curing a disease is different from it killing you slower.

  11. #31
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    Just a not-so-random idea for a money sink:

    Introduce a component system for mages and a durability system for weapons.

    Obviously these are new or original ideas. I'm stealing the spell component idea from Asheron's Call and the durability from WoW or Diablo or countless other games.

    Make it expensive to to keep weapons (and maybe armor too, but armor may imbalance the mage vs melee cost too much) at their top durability and have it so weapon damage is at its best when fully repaired and a lot less when it's about to break. This would include levels of durability. The idea here is that newer players would be able to afford to keep weapons durable enough to still make them usable while end game players would be more likely to spend the extra gil to keep them in top shape for the extra damage.

    Make a specific component necessary to cast the various types and levels of spells. Obviously to cast tier IV spells it would cost more than it would to cast tier II spells. This could even be comparable to a RNG carrying arrows or a NIN carring tools and it wouldn't need to be a huge space waste as maybe you would only need 1 component type per spell type or level.

    I suppose this could open the doors to another craft type or two, I'm sure it would be handy to have someone who can craft components or repair weapons in your xp party, but I don't know if that would just lead to another type of craft that just falls into the same cycle of inflation. Might just be better to keep something like this as NPC only.

    Would this solve inflation? Of course not, but I tend to agree with those who think there needs to be a few more money sinks in the game to help counter it slightly at the least.

  12. #32
    nsx
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    Quote Originally Posted by Lockecole
    Gilselling and RMTing may not DIRECTLY be effecting inflation as a whole, but it definately speeds up the process. Look at Remora, Asura, and many other places where gil on IGE is running out every week. Look at their prices. Then look at a server like Siren, where gil wont even be accepted, gilfarmers hardly camp anything, and then look at our prices. Half or less then those servers which are running out of sellable gil.

    To say the two have no relation, is pure ignorance. Money which is somehow being taken from somewhere is getting into the hands of the common player, players who dont know the worth of the gil, and that is what is causing inflation at the rate it is. Sure the gil is there already, but had there been no means to filter it through the mass numbers of newbies and RMTers, the rate at which inflation would take place would be 1/100th of what it is now, just like it used to be. Explain why Juggernaut was 2mil for 2 years, and now raises 2mil everytime one is sold.
    what you are describing here isn't inflation, its 'price' inflation. inflation is the money entering the system. 2 different things. Inflation isn't related to RMT.

    Price inflation is RMT'rs and ppl who as you said, don't know the value of gil. They want something now and by buying gil demonstrate a lack of patience. This drives the price up regardless of gil inflation that occurs. Prices scale higher where there are more 'price inflaters' aka RMT'rs.

  13. #33
    Yoshi P
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    Quote Originally Posted by Gorfunion
    As long as IGE is paying SE a split of the profits there will be no "fix" of the economy.
    Since that isn't happening, let's stick with realistic comments please kthx

  14. #34
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    gil "sinks" are a good way to reduce the gil in the game. but capping prices for items i think will prevent the price inflation. that or people having common sense

  15. #35
    Bagel
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    More things like Vir subligar
    Maybe worthwhile gear could be obtained by getting a rare/ex item from say bahamut and you'd have to also fork over a good deal of gil, since I'd rather make the people who have all the gil lose some of it rather than punishing everyone like jacking up chocobo prices and screwing noobs.

  16. #36
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    Quote Originally Posted by ½pint
    I like the idea of upgradeable armour. Kinda like enchantments in WoW, except instead of being from another player it's from an NPC. Like, have an NPC that will add STR+5 to your weapon for 10 million gil or something. Give *good* upgrades that are worth it, and people will pay.
    I'll fucking pay for glowing weapons. GLOWING RIDILL OMG. :D

  17. #37
    BRP
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    limbus is not an example of a solution cause it doesnt solve the problem. it is something that slows it down.
    And what is the problem, gil in the system? This slowing down is lowering the amount gil in inflation. We are not trying to think of ways to get the gil down to zero. That would put us in a "Depression" where gil would be worth too much and hard to get.

  18. #38
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    Quote Originally Posted by Okan
    . (At level 60, you can have 3-5 gold armor repairs..
    Per weapon >.>.... non cloth are looking at 10-20gold in repairs a night.

  19. #39
    nsx
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    Quote Originally Posted by thompkinsthebrian
    that or people having common sense
    never gonna happen

  20. #40
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    Quote Originally Posted by BRP
    limbus is not an example of a solution cause it doesnt solve the problem. it is something that slows it down.
    And what is the problem, gil in the system? This slowing down is lowering the amount gil in inflation. We are not trying to think of ways to get the gil down to zero. That would put us in a "Depression" where gil would be worth too much and hard to get.
    Eliminating inflation isn't necessary. Witness the US economy, which has had a slow but controlled rate of inflation for 229 years. It's certainly not as dynamic as the FFXI economy, but "inflation is a sign of a healthy economy" isn't just a phrase, there is some truth to it.

    Slowing down inflation would be great. Reducing the amount of money that comes into the system would be very helpful, as would increasing the amount of money that leaves the system would be better. Reducing the amount of money coming into the system would have a much greater effect on new players that SE would like to implement (imagine having goblins drop 1/2 the amount of gil and making quests worth less gil).

    Gilsellers increase the "velocity" of money (yes, that is an actual economics term). The increased velocity of money has made it easy to afford larger ticket items and allows people to pay far higher prices far more frequently for items than they would be able to afford via farming. Eliminating gilsellers would certainly reduce the velocity of money.

    I do like the idea of escalating (or minimized) priced purchases from vendors. If I'm trying to sell 100 Errant Slops to a vendor, all 100 should not go for the same price .... I would think each one after the third or fourth should be reduced in price, although I think there should be some base minimum for crafters who just have to get rid of stuff. That would also allow level 2 players to sell all 30 of their rarab tails for 5 gil each and make enough money to buy that Bee Spatha...

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