keiser wrote:
snip
I'm probably missing something. I'd love to hear how you see it.
You said it yourself, you've never done Dynamis, so you really don't have any idea of what you're talking about or what the ramifications of your suggestion would be. Dynamis is not a chill-out zone where you punch TW bunnies and collect loot. You're looking to create a money fountain where currency would be worth less, you'd need more of it, but the time and effort spent to get a single dynabuck stays the same. Your solution to a problem that doesn't exist is to shift the equilibrium in a direction that requires much more player time for the same reward. Why? Increase the grind from its current state and a ton of people considering making a relic or in the process of making one would abandon their efforts, and likely the server.
You're looking to increase the grind in one area of the game simply because you want it to be more "accessible" - it's already accessible. People do Dynamis every day. You erroneously think that simply by making Dynamis free, suddenly there will be a demand for a wider variety of items that didn't exist before. People already need gear, food, ammo, and ninja tools, how does removing the barrier of entry to Dynamis/BCNM/HNM alter that circumstance at all? The answer is: it doesn't.
Here's a tagline sure to draw in people looking for a nostalgic FFXI experience: "Now with an even longer Dynamis grind!" In your original post, you literally asked for inflation. Why do you think that's going to help the server in any way?