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Gil and 2.1Follow

#152 Jan 06 2014 at 3:24 AM Rating: Good
TheAnf wrote:

even running WP can get you myth to get 1 piece of i90 a week more or less.


This is my biggest issue with this game... How is filtering through ilvl worth anything when even the won't-listen-won't-learn mass is 80+ by now.

OT: Gil is hard to come by for me as well as the only things I'm interested in don't really net any real income, I don't complain though, I'm not interested in housing and 99% of this game is free or easy to get anyway...
#153 Jan 06 2014 at 7:17 AM Rating: Excellent
Thayos wrote:
I wasn't around for the launch of FFXI... was everyone able to level all crafts to max level when that game started?

SE can still make this right by not letting players take all crafting jobs to cap once the level cap raises.

In the meantime, making housing accessible would give the dev team more than enough flexibility to get the game's economy moving again.


I'm not sure. By the time I started, they'd raised the crafting cap of a single craft to 100, with all other subcrafts set at level 60. So you could be a jack of all trades and master of exact one.
#154 Jan 06 2014 at 8:49 AM Rating: Good
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BartelX wrote:
Turin wrote:
I understand perfectly what they're saying. It's not my fault that it has nothing to do with what I'm saying. All they're seeing is someone defending a system they don't like. The funny thing is, I'm not, and never have done any such thing. If they'd bother to take they're heads out of they're asses long enough to actually read what I wrote, they'd know that.

Bonus fact: The economy was in free fall long before housing was introduced. If they had never implemented, the economy still would have collapsed. Anyone blaming housing for their economic woes isn't worth arguing with.


You have a very warped opinion of your own and everyone else's points. No, the economy was absolutely not in free fall prior to 2.1. I played the market boards on a daily basis, and could sell almost anything I listed without having to undercut others 10x a day. Prior to 2.1, I could sell crystals for 100-200g each consistently. Post 2.1, within like 2 DAYS of the patch, crystal prices plummeted to under 20g. Now, I can't even sell raw materials, the most useful items to any crafter as well. I've had to repeatedly undercut every single day on almost every single thing I try to sell. That never happened before. The economy tanking is directly related to the housing prices, and if you're too oblivious to see that, there's really no reason to continue this discussion.



Even though they were in a free fall now they still were messed up prior to 2.1


I have to say things are bad when most items on our server are selling for less than what you can npc them for.. I wanted to clean out my inventory this weekend and holy cow I could not believe the prices. I put stuff up Friday and Saturday the prices fell over 50 percent. I was capped on tomes and they were just dropping tot hte ground so I bought some of that stuff to sell and I could not get rid of it people just kept undercutting and not by a little a lot...

I think there are too many bots and rmt's.. The mining bots are absolutely everywhere. Far worse than before and that is a major part of the problem...
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#155 Jan 06 2014 at 8:53 AM Rating: Decent
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Catwho wrote:
Thayos wrote:
I wasn't around for the launch of FFXI... was everyone able to level all crafts to max level when that game started?

SE can still make this right by not letting players take all crafting jobs to cap once the level cap raises.

In the meantime, making housing accessible would give the dev team more than enough flexibility to get the game's economy moving again.


I'm not sure. By the time I started, they'd raised the crafting cap of a single craft to 100, with all other subcrafts set at level 60. So you could be a jack of all trades and master of exact one.


I think that would help some.. but too many people can level crafts too fast in this game period and that is a big problem.. I mean I know several people that have had all their crafts capped and for a long time now. That would have been impossible in FFXI even in several years for a new player. Experienced player with lots of gil maybe could power level a few. I hated crafting in FFXI though and it is fun in FFXIV but it is way , way too easy.

Crafting supplies are too easy to get to in this game, if people had to take time to actually go out and farm it would take them longer. Everything except end game comes way too easy. Yea this was supposed to be a more casual game but 0-50 was way more than casual..

Also there is no reason to craft to much gear is available in dungeons or quests...
Very few use potions or food and they should be using them. Food comes from quests and so do potions.
Most people can make what they want for themselves.


SE has a serious issue on their hands now and it is going to be a hard fix. I worry about the long term survivability of this game now.

What bothers me is SE seemed to listen and correct based on feedback but all of a sudden they seem to be providing excuses.

Edited, Jan 6th 2014 10:12am by Nashred
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#156 Jan 06 2014 at 8:57 AM Rating: Excellent
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I'm not sure how launch XI crafting capped off, either, but a safe way to find out would to be where you start seeing the first level 51+ equipment at the lowest crafting level and round down to the nearest 10.

Anyway, I'm kind of torn on the subject of "lacking variety" between crafters. I don't like recipe drop systems other games use because they usually just wind up some kind of cash grab other non-crafters try to exploit. Putting them on vendors usually winds up meaning craft dailies, too, and those suck for reasons tied to time (Miss a day and you're screwed on growth potential). This then leaves the production of rarer goods solely in the hands of their material sources. Having some kind of abjuration system is just a needless step here, especially with SBing, which I argue SE did with XI to keep items from going back to the AH. Perhaps another problem is the fact you do see completed gear drop in dungeons/raids. Would the economy thrive more if instead of getting an Allagan body drop, you got an Allagan cloth to pair up with some tome mats for a synth? Pragmatically, this could help in some of those instances where people have gone 0/x on a BC drop due to RNG being RNG. You just have to overcome the egotistical endgame raider stigma that fears some pleb could buy or RMT their way to gear "they didn't earn" as it were. If we were to introduce some kind of restricted recipes, however, at worst I'd tie them to "milestones" of our characters career. Beat Garuda EX? You can now synth Garuda items with drops that'd come from her chest. Stuff like that. It does reward people for playing the game more and at the same time does make it harder for RMT to barge into markets without using stolen accounts.

Given the ease in which pre-50 HQs can be gained, though, I think an HQ item sink can help. I know one of my old ideas was to utilize synths that require HQ mats only as well as rare stuff acquired randomly from mining/botany. This could even be worked with tome armor to crank out i80-90 versions. And once SE finally does have a vanity system in place, even if a given item might not be statistically superior, giving things good designs can help keep some markets moving. I just hope they do something closer to Rift's Wardrobe system than how most use "transmuting" to eat an item and place its skin on another. Less variety that way, IMO.
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#157 Jan 06 2014 at 9:14 AM Rating: Excellent
I am not worried about the long term... This is fixable, and it isn't rocket science.

The rest of the game doesn't really emphasize Gil too much, so most of the content is still accessible.
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#158 Jan 06 2014 at 10:50 AM Rating: Good
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FilthMcNasty wrote:

All of my characters in WoW had professions centered around other things(read: things other than crafting) with the exception of one. I had two characters strictly for PvP, another two strictly for PvE and the exception was the second paladin I leveled up. My reasoning for leveling another was because I enjoyed it so much the first time, but it turns out paladin and druid have travel perks that make them exceptional farmers. You have the freedom to pick whatever profession you like because they're all viable for perks and income.


I think that was my point above, that most people are going to level characters around things other then crafting. Although at one point I eventually had a character that I used strictly for PvP and one for PvE, I never leveled them with that sole purpose in mind. Honestly having multiple max level classes was the best way to go because there is always a fotm in PvP and PvE.

FilthMcNasty wrote:
Jeskradha wrote:
I know also if you really wanted to be a hard core end game tank, you would level JC for the better gems and BS for the extra gem slots. But no one is going to do that with out either a lot of gold, other toons to support them, or an awesome guild supporting them.


You don't need gold or a guild's support, all you need is a plan. I made an over-estimate of the materials I would need for both crafts, farmed all of the ores I would need to cap JC and smelted all of the ores into ingots I would need for BS. It took a bit longer to level, but I think it would actually be pretty even if you tried to do it now though. IIRC they added experience to the gathering professions.


I'll assume you missed the part in bold. If you take JC and BS on one character your going to need either another class with mining to support them(read:other toons to support them), a ton of gold to buy the matts yourself, or a guild/friends who are willing to support you and help you get the matts.
#159 Jan 06 2014 at 11:23 AM Rating: Decent
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Jeskradha wrote:
FilthMcNasty wrote:
Jeskradha wrote:
I know also if you really wanted to be a hard core end game tank, you would level JC for the better gems and BS for the extra gem slots. But no one is going to do that with out either a lot of gold, other toons to support them, or an awesome guild supporting them.


You don't need gold or a guild's support, all you need is a plan. I made an over-estimate of the materials I would need for both crafts, farmed all of the ores I would need to cap JC and smelted all of the ores into ingots I would need for BS. It took a bit longer to level, but I think it would actually be pretty even if you tried to do it now though. IIRC they added experience to the gathering professions.


I'll assume you missed the part in bold. If you take JC and BS on one character your going to need either another class with mining to support them(read:other toons to support them), a ton of gold to buy the matts yourself, or a guild/friends who are willing to support you and help you get the matts.


You don't need any of that Jeskradha. To be honest, I didn't really even need to farm my own mats. You net more than 10k gold just from quest rewards. That's enough by itself to fund two crafts. The only reason I took the extra time to farm mats and switch professions was because I wanted to spend some of that gold on better gear to run heroics right away.

You said before that people who level new classes will pick different professions, but that wasn't the case for most people. Again, because you know you can make money with any craft, you don't feel forced into trying to spread it around if you level more classes. You're always free to take what you think will benefit you more for other events because the money making potential is always there.
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#160 Jan 06 2014 at 12:25 PM Rating: Good
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FilthMcNasty wrote:

You don't need any of that Jeskradha. To be honest, I didn't really even need to farm my own mats. You net more than 10k gold just from quest rewards. That's enough by itself to fund two crafts. The only reason I took the extra time to farm mats and switch professions was because I wanted to spend some of that gold on better gear to run heroics right away.

You said before that people who level new classes will pick different professions, but that wasn't the case for most people. Again, because you know you can make money with any craft, you don't feel forced into trying to spread it around if you level more classes. You're always free to take what you think will benefit you more for other events because the money making potential is always there.


While that's true, unless they changed something as far as recipes to level by, if your a new player to WoW, and try to take BS/JC as your two professions your going to get screwed. Yeah you might net 10k from quests, but factor in getting your flying/repairs/general expenses that's not a whole lot.

1-300 in JC used a lot of gems, like moss agate, that are somewhat had to come by, short of prospecting and the randoms you get from mining, and were always expensive to buy off the AH But if your not mining, then your buying all your ore to prospect, which can get expensive, plus with out mining your not going to be able to smelt your own ore, which buying up bars is going to get super expensive. Believe me, as some one who has power leveled JC from around 200-500 it gets really really expensive. Again unless they have changed something.

Sure people are going to pick what they want for professions. If you have a hard on for Alchemy, then your going to be an alchemist. But from my experience, short of gathering professions, or someone trying to min/max their stats, the people I ran with rarely leveled the same professions twice.
#161 Jan 06 2014 at 2:09 PM Rating: Good
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Thayos wrote:
I wasn't around for the launch of FFXI... was everyone able to level all crafts to max level when that game started?

SE can still make this right by not letting players take all crafting jobs to cap once the level cap raises.

In the meantime, making housing accessible would give the dev team more than enough flexibility to get the game's economy moving again.


Thayos I'd be very interested to see how they will handle a level cap raise from the perspective of crafting and gathering. The storylines for those pretty much wrapped up at 50.

Maybe they could release advanced "jobs" for crafters!
#162 Jan 06 2014 at 2:19 PM Rating: Good
reptiletim wrote:
Thayos wrote:
I wasn't around for the launch of FFXI... was everyone able to level all crafts to max level when that game started?

SE can still make this right by not letting players take all crafting jobs to cap once the level cap raises.

In the meantime, making housing accessible would give the dev team more than enough flexibility to get the game's economy moving again.


Thayos I'd be very interested to see how they will handle a level cap raise from the perspective of crafting and gathering. The storylines for those pretty much wrapped up at 50.

Maybe they could release advanced "jobs" for crafters!


That's kind of what we're hoping for - some kind of branching specializations, like arcanist has.

But maybe force people to choose one specialization or the other. For example, you could choose to specialize in Embossing for Leatherworking, or Tanning. Tanners could make special leathers that embossers could not. But embossers could make leathers with beautiful designs on finished products. Pick one.

In XI, cooks could pick up additional key items for things like raw fishing handling or patisserie. Sushi, or dessert. Pick one.

A weaver could become a tailor, and specialize in finished products, or an embroidier, and make special fabrics like brocades and jacquard.

For the Land jobs, a botanist could further specialize in either the scythe or the axe. Either specialty will unlock nodes that are otherwise invisible.

This would immediately cut the potential supply of each craft and Land job in half. I don't think that's a bad thing.

#163 Jan 06 2014 at 3:32 PM Rating: Excellent
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Splitting the crafts isn't a good idea. I get the intent, but this assumes a good faith that SE would distribute in-demand goods across the branches equally. To use cooking in XI as a comparison, Sushi was a good choice for cooks because the food you could make with the KI was good. Patisserie and the resulting cakes? A joke, really.

As a vague outlook into crafting's future, we know airships have been mentioned. I recall another mode of PvP being in the works, perhaps more cross-server defined, where I suspect things like fortifications, siege weaponry, and other such things could be produced. Though, like housing, these will inevitably need something more than vanity to draw people in, but at the same time, you can't make the activities mandatory as it risks a power vacuum between casuals and hardcores alike. And in the event they do come up with some kind of server vs. server system, being stuck on a world that "sucks" won't do much to help motivation, either.

Now that I think about it, however, crafters can acquire a personal distinction through personal housing and the establishment of "workshops" rooted in the construction of specialized furniture. Making these should obviously be resource intensive, have some kind of resource upkeep cost with use, and later on be upgradeable with more synths added. So, a BSM and ARM would likely want a Forge. Coal, wood, fire crystals, water crystals, and wind crystals stand out as immediate "upkeep" options. Wood is a bit vague, so I could see all being accepted here, but offering different fueling strengths based on type. This is just an example, though, and obviously furniture for all crafts would be needed. You'd also need to lock crafting these specified items to within the range of the furnishing.

"Why not tie it to the FC?!" Well, for starters, not everyone will be in an FC or want to be. As well, the trust of others is always something to be weary about. It's best to avoid situations where one's work is taken advantage of and they're later kicked once they're no longer useful or have a silly disagreement. As well, I feel the economic impact would be greater if it's per individual instead of per group. If it were to be per group, then upkeep would need to be significantly higher. How high, however, would be highly debatable.

"Well, everyone would just have them eventually! So what?!" The upkeep resources are part of the process to both keep the economy oiled up a bit, but also to determine who can and can't produce something despite having the item(s). On a grander scale, I'm not a fan of synths with cooldowns like I've seen some MMOs use, but I could perhaps see permitting only a limited amount per day, otherwise you risk breaking your furnishing irreparably. So, this also means making them should be costly enough that conservative upkeep would be the wiser option with a potential consideration for installation time within your house.

Probably pointless brainstorming from me, though. :/
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#164 Jan 06 2014 at 4:05 PM Rating: Excellent
I think splitting the crafts would go a long way toward providing economic stability in the future. There was a lot of price gouging in FFXI, but that was less because of craft exclusivity and more because of horrendous farming/drop rates. In order to raise a craft quickly, you basically had to have tons of gil to buy materials off of the AH. While this obviously provided some economic benefit, it also caused a gil grind as most people couldn't afford to be crafters. If people had to be selective about their craft/gathering professions, then I think we'd find a nice middle ground between having plenty of items up for sale, not too much surplus and also accessibility to the crafting system for everyone who wants to participate.

Hard to see the development team considering a future without some kind of crafting specialization.
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#165 Jan 06 2014 at 4:49 PM Rating: Good
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Catwho wrote:
reptiletim wrote:
Thayos wrote:
I wasn't around for the launch of FFXI... was everyone able to level all crafts to max level when that game started?

SE can still make this right by not letting players take all crafting jobs to cap once the level cap raises.

In the meantime, making housing accessible would give the dev team more than enough flexibility to get the game's economy moving again.


Thayos I'd be very interested to see how they will handle a level cap raise from the perspective of crafting and gathering. The storylines for those pretty much wrapped up at 50.

Maybe they could release advanced "jobs" for crafters!


That's kind of what we're hoping for - some kind of branching specializations, like arcanist has.

But maybe force people to choose one specialization or the other. For example, you could choose to specialize in Embossing for Leatherworking, or Tanning. Tanners could make special leathers that embossers could not. But embossers could make leathers with beautiful designs on finished products. Pick one.

In XI, cooks could pick up additional key items for things like raw fishing handling or patisserie. Sushi, or dessert. Pick one.

A weaver could become a tailor, and specialize in finished products, or an embroidier, and make special fabrics like brocades and jacquard.

For the Land jobs, a botanist could further specialize in either the scythe or the axe. Either specialty will unlock nodes that are otherwise invisible.

This would immediately cut the potential supply of each craft and Land job in half. I don't think that's a bad thing.



I think this is a brilliant way to handle it when they increase level caps. I sincerely hope this is how it works, as it will give you something to specialize in based on what you like/need from crafting. Heck, even if one branch was more for battle classes, and the other was more for vanity/housing/etc it could still work, as there will ALWAYS be a market for vanity items, especially if they make them really unique like some cool designs you can apply to gear or mounts.
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#166 Jan 06 2014 at 6:31 PM Rating: Decent
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I really don't see them going down the forced specialization path. It runs counter to pretty much everything in XIV being about more options, where everything other than lockouts can be changed...for a price. But it would make sense for them to add a (potentially significant) nuisance to swapping between things to discourage frequent swapping, like they did with practically everything that has a choice, from something as insignificant as Grand Company choice to stat reallocation to the PvP abilities. That would allow specializations to work while giving the illusion of choice.
#167 Jan 06 2014 at 7:19 PM Rating: Decent
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Jeskradha wrote:
While that's true, unless they changed something as far as recipes to level by, if your a new player to WoW, and try to take BS/JC as your two professions your going to get screwed.


A brand new player wouldn't do that because you hit the wall immediately. Low level quests don't grant enough money for it to be viable. The only way that this is possible is if the player takes the supporting craft (mining along with either BS or JC) and gathers their own materials. Still, it's not as viable as just waiting until you hit the level cap anyway.

A new player will look at the recipes and see two things immediately...

1) They can't make anything that isn't already rewarded through questing at lower levels, and
2) All of the perks don't come until you're well on your way to the cap.

You have to remember that if you want to move to the next skill tier for professions in WoW, you have to have the class levels to match. You can't just powerlevel your professions on a level 1 warrior like you can in XI/XIV. Gathering bonuses scale upward as you level and the act of gathering itself provides experience points. You're not giving anything up by not killing that kobold so you can mine a node. Any new player who took a few minutes to compare what professions have to offer would probably come to the conclusion that gathering while you level and then dropping that gathering profession later if they want something else; that's always their better option.


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HaibaneRenmei wrote:
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cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#168 Jan 06 2014 at 9:05 PM Rating: Excellent
I checked and when crafting was first introduced in FFXI just after beta, all crafts could be maxed out. They patched it within six months. Smiley: eek
#169 Jan 06 2014 at 11:03 PM Rating: Good
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FilthMcNasty wrote:
Any new player who took a few minutes to compare what professions have to offer would probably come to the conclusion that gathering while you level and then dropping that gathering profession later if they want something else; that's always their better option.



Its funny that you mention that because earlier this afternoon I was thinking of a leveling guide mine friend used during BC/Wotlk and the guides suggestion was to take mining/skinning, sell whatever you mine/skin, and then pick your actual professions at a later date, like around level 30 or 40.

At this point I sort of feel like we are just agreeing with each other, although, initially I said professions in WoW were kind of worthless, and I still really think that they are. In terms of that fact that anything you get raiding is going to be better then anything you can craft (besides a few minor exceptions, like the Shadow Weave set from BC, which blizz admitted was an error on their part) which is what I hear a lot of people complain about in ARR, Yeah professions can generate some gold, but in that regard, professions in ARR can generate some gill.

I just remember during the brief time I played Mists, I maxed out my BS/Taloring/Alchemey/Enchanting, and the only one that was really worth a sh*t, at least IMO, was the Enchanting. Yeah there was some crap I could craft and sell on the AH, but like I said, it just really wasn't worth the effort to me when I could spend that time doing something else, like daily quests.



Edited, Jan 7th 2014 12:03am by Jeskradha
#170 Jan 07 2014 at 12:58 AM Rating: Decent
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Jeskradha wrote:
I just remember during the brief time I played Mists, I maxed out my BS/Taloring/Alchemey/Enchanting, and the only one that was really worth a sh*t, at least IMO, was the Enchanting. Yeah there was some crap I could craft and sell on the AH, but like I said, it just really wasn't worth the effort to me when I could spend that time doing something else, like daily quests.


Your options at cap are mostly pieces of gateway gear that will put you in a better position to gear up from raiding or better position to gear up in battlegrounds for PvP. The gear that you can craft usually requires something that you do on a daily basis(think alchemy transmute cooldown) for about a week and doesn't even take as long as a normal daily quest. Travel to location with the correct ingredients, spend 5 seconds performing your crafting ritual and you're done. In terms of effort vs reward you spend a few minutes of your day for a payout of upwards of 20k gold.

I guess my point was that SE seems reluctant to copy the formula that works pretty well and their economy is suffering for it. They are so fearful of RMT that they've almost completely removed the market between players. It's as if you're supposed to be self-sufficient and the only economic interaction players have is with NPCs.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#171 Jan 07 2014 at 4:24 PM Rating: Good
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Thayos wrote:
Quote:
And I also made about a million off of lucky conversions of goldsmith lvl 50 gear to IV materia on five occasions, back when they were worth 200k a piece.


Ha, considering most tier IV materia now sells for 20k or less... how much do housing prices need to drop to remain consistent with how the economy has crashed since the patch? Seems like they need to come down by 90 percent or so.



My 300k I had before 2.1 is now equivalent to about 3 million.
#172 Jan 07 2014 at 4:41 PM Rating: Good
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Valkayree wrote:
Thayos wrote:
Quote:
And I also made about a million off of lucky conversions of goldsmith lvl 50 gear to IV materia on five occasions, back when they were worth 200k a piece.


Ha, considering most tier IV materia now sells for 20k or less... how much do housing prices need to drop to remain consistent with how the economy has crashed since the patch? Seems like they need to come down by 90 percent or so.



My 300k I had before 2.1 is now equivalent to about 3 million.


That is a good point...my 1.5m is 15 million now...

I'm loaded....too bad it costs 92347890547890789789789012347893478134 million for even a small house...
#173 Jan 08 2014 at 5:30 AM Rating: Decent
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There is just so much undercutting going on now. It's the endless loop.

People fear the market is going to crash -> They list items for far FAR less gil, undercutting by half to get rid of their stuff as fast as possible -> People see the new price -> People fear the market is going to crash -> They list items for far FAR less gil -> repeat

Just yesterday before going to bed i listed 3 stacks of botanist items for 99 gil while the lowest going price was 100 gil. And 3 stacks of botanist items for 67 gil when the going price was 68 gil. I come back the next day, expecting to have made 48k from selling it all, and the price of the item i listed for 99 fell to 14, and the price of the one i listed for 67 fell to 20. It's just rediculous.

People who say the economy isnt ruined yet havent opened their eyes.
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#174 Jan 08 2014 at 8:04 AM Rating: Good
The price of crystals and shards has tanked to ridiculous levels on Lamia. The same crystals I accidentally bought for 40 gil each (when I wanted shards) are now selling for 5 gil each. I said ***** it and pulled them back off the retainer. For that price, I might as well keep it.

I've also started relying on my Clever Retainer Name radar again to avoid buying from obvious bots. I'll scroll down and pick someone whose retainer is named something like a lore accurate name or Pokemon name or Walmart rather than buying from Dzzzz who is selling at the top of the list.

I need to start playing the markets, buy up all these silly undercut to hell goods, and resell them at the normal price. Smiley: bah
#175 Jan 08 2014 at 8:23 AM Rating: Decent
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When stuff is selling for less on the auction house than you can npc it for just shows how worthless gill is...
That is another point what do I even need 3 million gill for other than the FC house? Some of the food I buy, potions, teleporting? I certainly dont need 3 million for that.. Before the housing thing I didnt need money.

Edited, Jan 8th 2014 9:24am by Nashred
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#176 Jan 08 2014 at 8:27 AM Rating: Good
KojiroSoma wrote:
There is just so much undercutting going on now. It's the endless loop.

People fear the market is going to crash -> They list items for far FAR less gil, undercutting by half to get rid of their stuff as fast as possible -> People see the new price -> People fear the market is going to crash -> They list items for far FAR less gil -> repeat

Just yesterday before going to bed i listed 3 stacks of botanist items for 99 gil while the lowest going price was 100 gil. And 3 stacks of botanist items for 67 gil when the going price was 68 gil. I come back the next day, expecting to have made 48k from selling it all, and the price of the item i listed for 99 fell to 14, and the price of the one i listed for 67 fell to 20. It's just rediculous.

People who say the economy isnt ruined yet havent opened their eyes.


It's pretty bad. I'm leveling Culinarian, and I sure wish the mats I want to use the level would drop to 14g.

It's seems only the things I want to sell drop in price, while the things I want to buy hold steady. Hmmm.
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