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While accurate you are picking a lull-period as a metric of the economy's health. As Yoshida touched upon in the latest live letter the game's economy is going to revitalize on set intervals, with the devs injecting more life to it. There was a lot of profit to be made on these items back in 2.0, and the same will happen in 2.2. In-between the economy will slow down little by little but that's a given.
The game is set up in a way that SE needs to be revitalizing the economy for it to function, and that's what they are doing. Either way, when you create more demand at the top you inevitably create other, more detrimental issues to the game as a whole. The devs are not willing to ruin the rest of the game by providing to the economy and I don't disagree with that decision.
Over two months of sales in the history tab isn't really a lull period. That's a solid market trend by RL standards, and a VERY solid market trend by MMO standards.
And, frankly, if you're not willing to create an in-game economy,
don't create an in-game economy. It's that simple. If you think economies are problematic for your design, then actually embrace your design. Don't create a whole line of professions, turn them into jobs like classes, etc., and then just turn around and say "Oh, but that's it." That's not cool, and it's bad design.
What they're doing is using a system where they arbitrarily create content by dangling a carrot for you to chase that leads nowhere. When you are doing PVE content, and you get better gear, it's for the purposes of doing better and reaching higher difficulty content. The experience is the reward. If it was JUST a gear race, no one would bother.
Right now, crafting is just a gear race. You have to craft to create stronger crafting gear needed to create stronger crafting gear needed to create stronger crafting gear... and then that's it. There's nothing else there. You aren't getting any content. Sure, few games do well at providing content (EVE is the only one that comes to mind). But most games are pretty frank about what the crafting system is. It's not much of a time hog to get it up to cap, and then it's used for a few very specific purposes, and then that's it.
FFXIV took a route where they turned the actual process of leveling a craft into content, and then you just hit a big ravine. That's just not cool. It's really, really bad design.
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Thing is, some of us enjoy crafting for the sake of crafting.
That's fair, but it's not something I'll ever accept as a compelling argument for a mainstream design feature in a game. Random little minigame that didn't take much development effort, and was put in just for the random people who would like it, sure. But NEVER a main design component.
Because there will always be random people who like a system.
Any system. And I think that's great. I think it's awesome that they can enjoy it.
But when it's a feature built into the game with a relatively significant amount of development time and energy, and then it's not delivering a solid experience to even a solid minority of the gaming population, I'm not going to pretend like that's anything other than a serious issue.
Frankly, crafting is one of the features they were very actively marketing from early on in FFXIV's history, before they even upped that marketing for ARR. And it's just not acceptable for there to be a false promise of content.