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#52 Jul 15 2013 at 2:35 PM Rating: Excellent
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Saying that the economy is collapsing because certain items no longer sell is like saying the real world economy is collapsing because no one is buying Palm Pilots or 1976 Chevy Novas.

They're not saying that the economy is collapsing because specific items don't sell. They're saying that the economy is collapsing because entire classes of items never need to be purchased again, and therefore the section of the economy related to those items has simply vanished. The economy is collapsing because large chunks of the economy have outright disappeared.

What would happen to the auto-manufacturing industry if all the best cars were available for free from a source other than the auto-manufacturing industry? The problem isn't that 1976 Chevy Novas aren't selling; the problem is that cars aren't selling.

To make a more appropriate real-life example, this is why economists and NGO's have nothing nice to say about the shoe company "TOMS." Every time you buy shoe from TOMS, they donate another shoe in a third-world country. What does dumping free shoes into an economy do? It destroys the local shoe market. It damages a working economy and replaces it with the non-economy of free handouts. Do that in enough economic sectors, and an entire economy will collapse.

That said, Abyssea was only the nail in the coffin of FFXI's economy. This has been slowly happening for years as a top-heavy player population had less need of mid-level items while leveling to 75 got faster and easier, and as quest, mission, and boss drops replaced crafted items as the best gear for slots. Remember what happened to Goldsmithing once the best rings in the game came from missions?
#53 Jul 15 2013 at 4:01 PM Rating: Good
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SirEaglestrike wrote:
I will never understand the hardon people have for the old school FFXI leveling of taking 6 hours to make a party, 45 minutes to gather at a camp and then killing the exact same mob for 2-5 hours in the exact same place. How that became the holy grail of exping is well beyond my level of comprehension of the human psyche.


It was the cohesiveness that came from being in a 6man group, the tanking, the dd'ing, the healing and enfeebling. People dont miss the EXP. It felt neat being in a small group with every role filled, and everyone playing a part-somewhat like FF2/3 on snes. Skillchains, magic bursts, that fun stuff. Granted, finding a tank or healer when you had 4 people waiting was never fun, but the dynamis style clusterf*ck of the new FoV leveling is just messy.

People will say "I wanna go back to old way of leveling" - they never say I want to go back to getting 3k an hour. Big difference.

Quote:
and then killing the exact same mob for 2-5 hours in the exact same place.


Sadly, we went from Crabs & mandies to bloodsuckers and skeletons in this regard.


Edited, Jul 15th 2013 6:05pm by TWA
#54 Jul 15 2013 at 5:39 PM Rating: Excellent
Really, I'd say the main reasons that the economy is "dropping" is that the majority of things nowadays are rare/ex or very rare items again. With Adoulin came a pretty big shift as far as what was worth buying and selling, and what was irrelevant, and this update added more things to the list of what's worth it and what's irrelevant. Catwho, if you don't mind me asking, what were you trying to sell beforehand that's now near impossible for you to try and sell?

Abyssea did impact the economy in a big way back when it was really big, and even nowadays it is still impacting it in some degree (moreso in the area of food ingredients). To say that it didn't impact it and still isn't impacting it is just crazy.
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#55 Jul 16 2013 at 1:26 AM Rating: Excellent
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Nezzi wrote:
[Oh MAN am I glad I didn't 'loan' my Chocobo Shirt to any of my mules when you could still pass it around between them. It would have sucked to get it stuck on a mule and not have it for main. Am a bit bummed that my Moogle suit is now stuck on a mule, but oh well.
Well I never got the shirt or cap because I didn't even have any jobs left below 30 by then, and leveling to 30 is too easy anyhow. But seriously, what good reason would they have to make those non-mailable, and also the Moogle costume? The original idea was that they would restrict:

* quest related items (because it could confuse the quest progression)
* stuff obtained as a result of missions, including AF, so no mailing your CoP ring so you can get a different one and swap them via mule, that's fine
* augmented stuff (not any particularly good reason outside mission/AF stuff, but I'm okay with that)

...so things like that. But fluff gear like the moogle costume? Are they somehow worried that you might end up with TWO on the same account? (which can still happen anyhow) So what if you did?

Pawkeshup, Averter of the Apocalypse wrote:
Paeon V has nothing to do with seals, it's a Boneyard Gully drop, unless it was added to another pool that isn't listed. Issue is that both fights are still cap 75, so require you to have help, plus the drops aren't amazing anymore and it's time-limited.
They need to remove the level cap from ENM fights already. I don't think there's a thing that drops from ENM that's relevant anymore, aside from some completionist things like Paeon V and mats to make two of the automaton attachments.

Removing the caps on BCNMs would be nice, too, but I can't see any point for ENM fights.
#56 Jul 16 2013 at 6:11 AM Rating: Excellent
The reason augmented items can't be mailed is because the augments are just one or two byte changes in the item number. If you mailed it, the mail system wouldn't read those and you'd en up with a blank, unaugmented item on the other side. At least that's my best guess from a programming standpoint. It's the same reason that they strip off signatures on items sold on the AH.
#57 Jul 16 2013 at 10:57 AM Rating: Default
rdmcandie wrote:
[quote=mindfulpizza]


Myself, I had a lot of fun the first couple weekends, the game looks beautiful, sounds great, plays fun. But after you get over the shiny stuff it is just the same old thing in a new skin. I think FF14 can be a great game, but I think a lot of people who have experienced FFXI, and/or WoW will find that its essentially the same. In fact, I was disappointed to find that EXP grouping for the most part is dead, which is sad. Yes there is events you can stumble on, or organize, but for the most part it seems like a solo quest grind, probably my least favorite part of WoW.
Edited, Jul 14th 2013 1:41pm by rdmcandie



I agree with you. When doing quest and solo killing monsters in ffxiv during the trial, I had doubts. It felt like ffxi but solo play. And boring. MMO's should bring people together and ffxi has failed to do that. If ffxi was successful n bringing people together their would be few people dual boxing to get gear. Because they have a crowd always. I don't think U could commit 2-10 years to ffxiv. MMO's themselves don't even last that long now and FF is missing the PvP part.

I have access to elder scrolls online beta. So I play that as well. And that game does so much more in leveling, charater customization and even storyline. While you can't change jobs like ffxi, you can customize your character into any job class, armor, weapon yo uwish. Oh, and you can actually make your own magic spells. Getting EXP to kill other players, now that's a bonus. These things and more Elder scrolls has now in beta. FFXiv has six months of glory but then the crowd will move on to the new game.

As for xi economy, theirs little to buy and people flood the markets with the few thinsg people will buy. Just seeing people trying to sell +2 alixers is funny, they think its worth 4x what market will bear. Everyone has a +2 so the price is small,
#58 Jul 16 2013 at 11:32 AM Rating: Excellent
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kimjongil76 wrote:
rdmcandie wrote:
[quote=mindfulpizza]


Myself, I had a lot of fun the first couple weekends, the game looks beautiful, sounds great, plays fun. But after you get over the shiny stuff it is just the same old thing in a new skin. I think FF14 can be a great game, but I think a lot of people who have experienced FFXI, and/or WoW will find that its essentially the same. In fact, I was disappointed to find that EXP grouping for the most part is dead, which is sad. Yes there is events you can stumble on, or organize, but for the most part it seems like a solo quest grind, probably my least favorite part of WoW.
Edited, Jul 14th 2013 1:41pm by rdmcandie



I agree with you. When doing quest and solo killing monsters in ffxiv during the trial, I had doubts. It felt like ffxi but solo play. And boring. MMO's should bring people together and ffxi has failed to do that. If ffxi was successful n bringing people together their would be few people dual boxing to get gear. Because they have a crowd always. I don't think U could commit 2-10 years to ffxiv. MMO's themselves don't even last that long now and FF is missing the PvP part.

I have access to elder scrolls online beta. So I play that as well. And that game does so much more in leveling, charater customization and even storyline. While you can't change jobs like ffxi, you can customize your character into any job class, armor, weapon yo uwish. Oh, and you can actually make your own magic spells. Getting EXP to kill other players, now that's a bonus. These things and more Elder scrolls has now in beta. FFXiv has six months of glory but then the crowd will move on to the new game.

As for xi economy, theirs little to buy and people flood the markets with the few thinsg people will buy. Just seeing people trying to sell +2 alixers is funny, they think its worth 4x what market will bear. Everyone has a +2 so the price is small,


I've got to disagree strongly with this sentiment that forced grouping is what makes an MMO. I, for one, cannot wait to get early access into FFXIV because grouping is optional in non-endgame content. From what I've seen on YouTube, soloing at starting levels doesn't seem nearly as arduous as it was in FFXI. In many ways it seems to take pointers from Guild Wars 2. I'd venture to guess those who are down on the gameplay seem to hate the fact that job discrimination will become less of a factor in XIV and the following will not be missed:

*SAM + 2 BRD only
*RNG only
*Ochain/Aegis PLD only (let's hope Yoshi-P doesn't fall into this developer trap)
*Delve DPS jobs only (same here)
#59 Jul 16 2013 at 12:55 PM Rating: Excellent
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I found guildwars 2 painfully boring to play. There was no community at all, just a bunch of strangers passing through. The leveling was slow and boring (to me anyway)

I like the look/lore of XIV a lot more, and I will probably tool around during the free month I'll get for having a copy of the game already, but from what little I've done of the beta, there is almost zero chance I will get hooked.

I might just be off MMOs for good -XI was the one that kept me coming back and nothing else could touch that but now other than maybe a nostalgia sub here and there to do quests I don't know that I see myself playing really. I just can't be ****** That might change come winter but I've got a zillion single player games I've never finished so it isn't like I have nothing else to spend my game time on - and I already own them so it costs nothing. (Even my power bill is included in rent so "free" for reals!)

I used to think MMOs were a great "bang for my buck" but that was before I discovered steam/humble bundles/iOS store etc. Now for 1-5 dollars I can get 1-5 games that I wouldn't have time to finish in a month... and instead of choosing the MMO because of the "social" aspect - I've grown up and hang out with friends in real life instead.

Maybe I'm just tired of b*tchy no-lifers crabbing at me about digital pixels. It's just not fun anymore.
#60REDACTED, Posted: Jul 16 2013 at 2:44 PM, Rating: Sub-Default, (Expand Post) I respect your opinion. But you also noted you have not played it. So you only see what others do. That excites you. Fine. But watch that same person for two hours vs the three to ten minutes that look ool like a climax movie. 14 is ok but its quest driven as well as exp xriven. Get gear craft gear. End.
#61 Jul 16 2013 at 3:51 PM Rating: Good
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Forced grouping is bad. But there should at least be a benefit to grinding EXP in a group over spamming quests. Since I got to try both I can tell you that a standard EXP group like FFXI is non existent, not because it is "boring" but because it is woefully inadequate in comparison. You either solo, random chance on fates, or dungeon spam. That is about you list of options, which is awesome, but should include mob EXP.

Really if hunting journal was repeatable (akin to GOV) it would help tremendously.

I actually like group EXP in FFXI, and without it in XIV it feels like a lonely game...until you want to do an event. Which kind of sucks. Most of my friends were met in EXP groups and we evolved from there shame that this doesn't exist...(yet of course)
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#62 Jul 16 2013 at 4:12 PM Rating: Excellent
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Catwho wrote:
The reason augmented items can't be mailed is because the augments are just one or two byte changes in the item number. If you mailed it, the mail system wouldn't read those and you'd en up with a blank, unaugmented item on the other side. At least that's my best guess from a programming standpoint. It's the same reason that they strip off signatures on items sold on the AH.

Not to nitpick or further derail, but that's not 100% accurate for the AH. Signatures are wiped because the object you give to the AH is essentially deleted, and they just increment the value of the item on the AH by one. You aren't actually selling the item, you are just selling a replica created from the item having existed. This way, the database doesn't have to track values like who made it and what not, bloating the memory the object takes. If you look at Second Life, for example, it has a value for creator and current owner. For SE, that "creator" data is non existent. It's just owner = owner, that's all.

I should not that the signature mechanic is likely a value on the object itself, but that the values of who created it simply don't exist.

Edited, Jul 16th 2013 6:15pm by Pawkeshup
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#63 Jul 16 2013 at 9:13 PM Rating: Excellent
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kimjongil76 wrote:


No dye for weapons or armor
No spell making
No mass pvp
No killing of npcs. Oh i wish i could of attacked a yellow coat i 14.
No crafting a weapon style you design.
And no talking npcs for quest.

Elder scrolls has all this. It will compete against 14 in six months or less.

14 may always add more jobs. I will give it that. Great hammer job yes please.


XIV does have dyes. (You can craft them or buy them from a vendor)
personally I've never worried about or wanted the ability to make my own spells. I'd much rather have a more stable environment that can be balanced.
Mass pvp doesn't appeal to everybody, and is usually just a confusing mess. PVP is coming for xiv though I believe.
Why bother killing npc's? Unless you're trying to grief players of an opposing faction... I don't see how it benefits you at all. (Not that griefing benefits you anyway beyond some immature need to harass others)
Crafting a weapon style you design? I'm not sure exactly what you mean with this. Elaborate?
Talking npc's... I just don't get how this is a deal breaker... sure it's nice but it ends up being a small amount of your gameplay experience.

What's your point? one more competitor among the 20-30 or however many others are out there? That list of yours, despite the hype you've bought into are not some omgwtfbbq never before seen advancement in MMO's that will make it an instant wow or ffxiv or (insert other random mmo) killer. The ES lore however, is a selling point, whether the game delivers or not remains to be seen (It's release date is still pure speculation I believe). Personally, I wish they'd just announce whether it's F2P, P2P or B2P so I can figure out if I'll even bother trying it out at some point.
#64 Jul 16 2013 at 11:34 PM Rating: Good
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rdmcandie wrote:
Forced grouping is bad. But there should at least be a benefit to grinding EXP in a group over spamming quests. Since I got to try both I can tell you that a standard EXP group like FFXI is non existent, not because it is "boring" but because it is woefully inadequate in comparison. You either solo, random chance on fates, or dungeon spam. That is about you list of options, which is awesome, but should include mob EXP.

Really if hunting journal was repeatable (akin to GOV) it would help tremendously.

I actually like group EXP in FFXI, and without it in XIV it feels like a lonely game...until you want to do an event. Which kind of sucks. Most of my friends were met in EXP groups and we evolved from there shame that this doesn't exist...(yet of course)

I look to it similarly to why I see Yoshi probably downplayed fishing. If you could just plop a bunch of bots down in an area, they'll profit. As is, I'm sure XIV will be hacked and botted eventually, if it hasn't been already. You may still see multi-boxers running around following a main character and reacting to their actions via chat log monitoring, players and RMT alike, but the need to quest and essentially roam to chase FATEs makes the process of automation more difficult. And just like XI, I doubt your basic mob encounters will really teach you much compared to the varied mechanics of special mobs you'll face elsewhere. There's nothing that guarantees an above average DPS paired with a mediocre tank would actually learn to play their job well, for example, when finally paired with a good tank. A situation like that essentially requires someone who can identify the issue to suggest how the DPS can change their play, and that might not even pan out well if it involves some needlessly elaborate rotation, which is something I tend to dread when MMOs get ability-heavy.

Anyway, one can still chat (zone, local, or LS) and even randomly party for quests or hunting logs. No, it's not killing crabs for hours in a safe camp, but as others have expressed for reasons ranging from the perfect party set-up to simple monotony, this is just one of those acceptable losses someone will have to cope with if they don't throw their hands up in dismissal outright. I find myself a bit more annoyed at the daily limit on leves since they can be some on-demand quests at various hubs to help spice things up a bit, including NMs and finding coffers.
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#65 Jul 17 2013 at 7:10 AM Rating: Default
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Caesura wrote:
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Saying that the economy is collapsing because certain items no longer sell is like saying the real world economy is collapsing because no one is buying Palm Pilots or 1976 Chevy Novas.


They're not saying that the economy is collapsing because specific items don't sell. They're saying that the economy is collapsing because entire classes of items never need to be purchased again, and therefore the section of the economy related to those items has simply vanished. The economy is collapsing because large chunks of the economy have outright disappeared.


So... Cassette Tapes and Beta Max never need to be purchased ever again. Has the world ended yet? No, The makers of those items either adapted or went out of business. Which is the exact point I was making.

Caesura wrote:
What would happen to the auto-manufacturing industry if all the best cars were available for free from a source other than the auto-manufacturing industry? The problem isn't that 1976 Chevy Novas aren't selling; the problem is that cars aren't selling.


People would still need to get from A to B. There is some sort of cost involved somewhere. Find that cost and ADAPT. No need for cars as the government supplies free teleportation? Make the teleporters.

Caesura wrote:
To make a more appropriate real-life example, this is why economists and NGO's have nothing nice to say about the shoe company "TOMS." Every time you buy shoe from TOMS, they donate another shoe in a third-world country. What does dumping free shoes into an economy do? It destroys the local shoe market. It damages a working economy and replaces it with the non-economy of free handouts. Do that in enough economic sectors, and an entire economy will collapse.


When everyone in the third world has free shoes they will spend their shoe money on something else. The shoemakers need to figure out what that is and make/provide that. If the shoe are going to people that were never going to buy shoes anyway, where is the loss of income? To make an in-game analogy. Complaining that SE is giving God pops to people for free via Mog Garden and those people were never going to buy pops from you anyway, were are you losing gil?

Caesura wrote:
Remember what happened to Goldsmithing once the best rings in the game came from missions?


Yes, i do. People made money selling items like Yellow Liquid and Mist Melt. Do you rememeber when SE added Leaping Boots when the game came out making it hard for crafters to sell various boots? Do you reme,ber when SE added several different ways to get from A to B maiking it "impossible" for WHM to make gil through tele-taxi? Doomsayers will cry Doom when anything changes that isn't to there liking.

And Abyssea didn't kill the economy. It changed it. Selling pops for 100K+ during peak was part of how the economy worked. Quit crying that the economy is collapsing because you cannot find a way to make gil. You sound like the noobs that came on these boards in '05 crying that SH was 6 Million and they could only make 20K/day.

#66 Jul 17 2013 at 7:53 AM Rating: Excellent
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When I look at recent crafted weapons, for example, I see ones on the very low end and ones on the very high end. Where's the stuff that falls in-between? Is there some problem with having gear one can simply craft or buy alongside gear one can obtain from events?
#67 Jul 17 2013 at 11:13 AM Rating: Excellent
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yeah the gap is pretty large. I never thought I'd be nostalgic for old style XI where the difference between "omg-leet" and not was only a few stat points here and there.
#68 Jul 18 2013 at 11:09 AM Rating: Excellent
Elwynbelwyn wrote:
Nezzi wrote:
[Oh MAN am I glad I didn't 'loan' my Chocobo Shirt to any of my mules when you could still pass it around between them. It would have sucked to get it stuck on a mule and not have it for main. Am a bit bummed that my Moogle suit is now stuck on a mule, but oh well.
Well I never got the shirt or cap because I didn't even have any jobs left below 30 by then, and leveling to 30 is too easy anyhow. But seriously, what good reason would they have to make those non-mailable, and also the Moogle costume? The original idea was that they would restrict:

* quest related items (because it could confuse the quest progression)
* stuff obtained as a result of missions, including AF, so no mailing your CoP ring so you can get a different one and swap them via mule, that's fine
* augmented stuff (not any particularly good reason outside mission/AF stuff, but I'm okay with that)

...so things like that. But fluff gear like the moogle costume? Are they somehow worried that you might end up with TWO on the same account? (which can still happen anyhow) So what if you did?

I have no idea why they're so restrictive with some of the event items, like the Nomad Moogle Rod and the Moogle Suit, but I imagine they're restricting the Destrier Beret and the Chocobo Shirt because the items are being sold on the Square-Enix store for $5.99 each. If you can pass them back and forth between characters, there's no incentive to buy more beyond the first.

It's definitely an edge case, but in the age of freemium microtransactions in the mobile realm making us pay for things we should get for free, it seems like the kind of design decision a suit would make.
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#69 Jul 19 2013 at 8:53 PM Rating: Excellent
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Except that you're passing them around on characters from the SAME ACCOUNT who can never be logged in at the same time. In other words, mules. So you're saying that they expect you to buy another one and register it to the same account so that your crafting/storage mules can use it every now and then via the already tedious method of mailing it?
#70 Jul 19 2013 at 9:21 PM Rating: Good
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I don't think your post says what you think it says.

They expect you to buy another one, and register it to the same account BECAUSE your crafting/storage mules CAN'T use it every now and then via...mailing it.
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#71 Jul 20 2013 at 2:07 AM Rating: Decent
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The economy is alive and thriving. People who say it isn't just haven't embraced the new content. I'm making gil faster and easier than ever before. Go kill Umbils and Mantids in Ceizak and sell their drops. Go farm Matamata pops or fracture entry items in Morimar. Go kill damn near anything in any new zone and sell the drops. Farm airlixirs. Farm Skirmish pops. Kill ANYTHING in the new zones and sell ANYTHING they drop. There is massive amounts of gil trading hands for a multitude of items in SoA areas. Sure, nobody wants your O. Bronze or your Abyssea pops anymore. That doesn't mean the economy is dead, it just means you're living in the past. The economy is very healthy right now, it just isn't based around ye old items of yore anymore. Get with the times, stop complaining, and get into where the game is NOW instead of ******** about how the stuff you used to sell doesn't sell anymore.
#72 Jul 20 2013 at 6:44 AM Rating: Excellent
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CorncobWilly wrote:
The economy is alive and thriving. People who say it isn't just haven't embraced the new content. I'm making gil faster and easier than ever before. Go kill Umbils and Mantids in Ceizak and sell their drops. Go farm Matamata pops or fracture entry items in Morimar. Go kill damn near anything in any new zone and sell the drops. Farm airlixirs. Farm Skirmish pops. Kill ANYTHING in the new zones and sell ANYTHING they drop. There is massive amounts of gil trading hands for a multitude of items in SoA areas. Sure, nobody wants your O. Bronze or your Abyssea pops anymore. That doesn't mean the economy is dead, it just means you're living in the past. The economy is very healthy right now, it just isn't based around ye old items of yore anymore. Get with the times, stop complaining, and get into where the game is NOW instead of ******** about how the stuff you used to sell doesn't sell anymore.

You dont really seem to understand.

An Economy doesnt equal having two synths in Alchemy for boats and people trading some gil around they have saved up for Airlixirs. Or for entry items. There isnt any crafting anymore since everything that is essentially "free" outdoes anything you can craft. It's like how Goldsmithing was in the past. All the rings and accessories you could make didnt compare even slightly to what you got from finishing an expansion or could get off an NPC in exchange for a minimal amount of points. There's no more money being generated, which is besides the point since all that money isnt used for anything anymore anyhow except getting some airlixirs.

A "thriving" economy doesnt run on a handful of in total perhaps 30 items when 99% (which is being generous) of all the other items are essentially trivial and tossed. There needs to be a crapload of production, distribution or trade, and consumption of goods and services in order for something to be working as an economy. One or two Merc groups, no crafting what-so-ever, no one barely ever using any food anymore, nor any trading except for a few raw monster drops for a quest does not make an economy...

tl:dr: Economy is DEAD. Period.
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#73 Jul 20 2013 at 10:08 AM Rating: Good
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CorncobWilly wrote:
The economy is alive and thriving. People who say it isn't just haven't embraced the new content. I'm making gil faster and easier than ever before. Go kill Umbils and Mantids in Ceizak and sell their drops. Go farm Matamata pops or fracture entry items in Morimar. Go kill damn near anything in any new zone and sell the drops. Farm airlixirs. Farm Skirmish pops. Kill ANYTHING in the new zones and sell ANYTHING they drop. There is massive amounts of gil trading hands for a multitude of items in SoA areas. Sure, nobody wants your O. Bronze or your Abyssea pops anymore. That doesn't mean the economy is dead, it just means you're living in the past. The economy is very healthy right now, it just isn't based around ye old items of yore anymore. Get with the times, stop complaining, and get into where the game is NOW instead of ******** about how the stuff you used to sell doesn't sell anymore.



You clearly don't know what an economy is. An economy isn't just a finished product sales line, that is merely part of it. While you are right that certain facets of the economy might be alive an well, its akin to calling someone with only 1 functioning leg healthy and capable...sure they may be able to accomplish something, but anyone with 2 legs will be better off for it.

The problem with the economy (yes I sound like a broken record) is the fact SE has never kept the player input side equal to the system input side. Crafting back in the day was big because you could use the pieces in place of stuff until you got better stuff. Gear like Errants Gear at 75 was a staple for most mages, While items were replaceable the pieces had such solid values on them stat wise that they were acceptable pieces, even into later endgame...More over crafting back in the day was possible because the materials were there, and the demand for mid range crafts was there. Meaning you could make money to fund crafting, by crafting.

So sure the niche market might be alive, certain items might be popular. But you can hardly call a fraction of the economics in the game a healthy economy. Again the biggest impact was abyssea. It reset the game, and anything up to level 75 was essentially instantly made redundant and as such useless in an economic sense. Hence why crafting stagnated, and the market dried up. So sure SOA might have some activity in the market, but this isn't an indicator of health, it is actually an indicator of the opposite. All it shows is that anything outside of SOA is useless, and not worth the time or effort.

There is quite a bit more non SOA stuff, that could and should remain relevant. Unfortunately SE has never been good at making old stuff remain relevant alongside new stuff, and the player base just keeps rushing into smaller and smaller bottlenecks. Economy is dead as a whole, at least until SE fixes crafting, and makes older stuff relevant in comparison not specifically in gear rewards, but in rewards that are transferable at least like WoW's dungeon token system for example. They also need to restructure the crafting systems to make decent high level gear. Really any gear sets crafted that are under level 75 should be put into stores and shops in level appropriate areas, and wiped from craft lists. New items should be made through crafting using higher end materials, with the lowest level craft made (@ skill level 0) starting with a level req. of 75.

But none of that will happen, because SE doesn't really grasp continued relevancy, they never have, and they never will. Its not the first time the market got fubar because of relevancy....but it probably will be the last.

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#74 Jul 20 2013 at 9:47 PM Rating: Good
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ITT: people that used to make money a certain way but can't anymore say its dead, people that used to make money a certain way and still can say it's not dead.
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#75 Jul 20 2013 at 10:36 PM Rating: Good
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Dead to me because this expansion took the gap between casual and "hardcore" players and made it a gaping chasm. The expansion was implemented poorly and it wrecked the infrastructure of the game. As long as ARR doesn't completely suck expect the remainder of the casual crowd to jump over to that leaving the hardcore XI crew to sell each other airlixers bought with gil from their max gil mules. It's kinda too bad because XI used to be a really fun game...
#76 Jul 21 2013 at 6:15 AM Rating: Excellent
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rdmcandie wrote:
They also need to restructure the crafting systems to make decent high level gear. Really any gear sets crafted that are under level 75 should be put into stores and shops in level appropriate areas, and wiped from craft lists. New items should be made through crafting using higher end materials, with the lowest level craft made (@ skill level 0) starting with a level req. of 75.

Even if they did that, it wouldn't fix one big problem with all this "abandoned" gear: the crafting systems are by and large designed such that you can't skill up past 70 other than by "augmenting" lower-tier items (often from a different craft) and making it gilt or whatever. Back in the day there was at least some market for that crap as people leveled slowly, and then a supply for the gear to be re-augmented later. And all the people with mid-level armor were a sort of storage for crafters who needed to upgrade gear to skill up. On one hand, making that gear purchasable from NPCs will make it easier to get for crafting, but on the other, knowing how SE prices NPC gear, it will probably cost four times what it could be crafted for. And regular players probably still won't buy it anyhow.

I've been leveling Goldsmithing lately (hey, some people just had to finish that RDM AF2, some people just have to finish their relic, this is what I've always wanted to do), and it's crazy. First of all, whether it's because of the new expansion, people leaving the game (often for XIV) or whatever, the supply of gold ingots on Sylph bottomed out a few weeks ago. There's a few more now, but the price is up. (Also, some of the cause here is that people got them from doing VW. Someone in my LS even admitted to just dropping them rather than wasting his AH space with singles, or saving them to get a stack.)

First of all, I might never have reached Goldsmithing 70 if it weren't for those new marble nuggets they added with the expansion. Of course, once people figured that out, they got real popular and the price went up. Then I was in the low 70s, aka "gold hell". I made gold gauntlets for a while until the gold ingot supply dried up. At that point the only good synth I had was level 87 elemental beads. I really did some serious chin-ups with those, but they're cheap (10k each isn't bad when you have 70m bank, and I can usually sell the bead for that much if I don't break), and I still have a long way I can go on them. Then I have a few more levels making Phrygian rings on the ingots I made on the other good synth I found, which was level 80, four ores at 5k each.

For those who already had their level 90+ crafting four years ago, congratulations, but it's harder to get there now because the pre-75 gear economy is basically dead. (And FWIW, break synthing is a great idea, but I didn't know better and tried to level all crafts at once before choosing a big one. Not a good idea.)

I'm still able to get a decent income (though many of the ways I used are already gone, like buying voiddust and selling it for 30k each, when I had 1.5m AN accumulated) but it's a moving target. Most of my money is "old money" from AH sales, rather than something like NPCing fish, so someone out there has to be generating a lot of zero-point gil. Maybe some is from people giving away their gil when they quit the game, but what are people doing that is feeding so much gil into the system? (And how much of it is "smurf" stuff like NPCing logs from VW?)

Or am I part of the problem, by hoarding gil? In a deflationary economy, it's a smart idea to hold onto cash, and while it's not so much deflationary (I started in mid-2008 and got to see the tail end of the RMT bubble deflating), it is very much depreciationary, with items losing their value from being relpaced by newer stuff, and gil has been a good "investment" since at least 2007, especially if you left the game and came back. Miss an upgrade cycle, and you get to hold onto money that would have been spent on something now useless and worthless. I got well into the mythic quest progress, but only deposited 3 (three) alexandrite because I could see the price going down. Then SoA came out and Kenkonken didn't look so good anymore. Then SE said they were offering an upgrade path... but only if you already had RME upgraded to 99, and it looked much less good. And good luck getting the stuff you need for those upgrades to 99, now that people aren't doing as much VW, etc. content that it comes from.

Edited, Jul 21st 2013 8:19am by Elwynbelwyn
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