* FAQ    * Search
It is currently Tue Jun 24, 2025 9:29 pm

All times are UTC




Post new topic  Reply to topic  [ 41 posts ]  Go to page Previous 1 2 3 4 5 Next
Author Message
PostPosted: Thu Oct 12, 2017 10:36 am 
Offline

Joined: Sun Mar 20, 2016 10:06 pm
Posts: 63
Nabutso wrote:
You do not make under 10k/h farming in Davoi post-TH changes. If you want to have a serious discussion about the changes that have been made to the server, do not misrepresent how significant those changes have been. Even without TH at all, you would make about half the gil you do with TH4. You are insisting that you make 10% of the gil that you used to. This is simply not true.

Relics are not supposed to be easy to get. Yes, it is unfair for newer players to have to work harder, but that will always be the case. Be glad you got any of it done before the changes.

I make most of my gil by farming with a friend in a secluded area no one goes to. We make about 1m gil for 10h of light (we are AFK half the time) farming. I use /THF for TH1. If we were to enter Dynamis every single day for farming, we'd only have to farm one day, for about 5 hours of actual combat, every 3 weeks.


Well said, TH for sure isn't as good as it was but its not as bad as people are making it out to be. In 1.5 hrs with a friend we can make 500-1mill guaranteed. I know of several spots like this.


Top
   
PostPosted: Thu Oct 12, 2017 11:56 am 
Offline

Joined: Thu Dec 22, 2016 11:05 am
Posts: 11
keiser wrote:
Keep in mind that I've never done dynamis in my life and I'm a new player with limited knowledge.
Please don't make level-sync gap larger. I don't want to get stuck in Dunes forever.


This.
I'm getting out of my way to optimize my gear setups so that I can have fun (=actually play the game) in a lvl 30+ party only to continue spamming 1 button in the same old dunes lvl cap party with 3 PLs
NO THANKS.


Top
   
PostPosted: Thu Oct 12, 2017 12:59 pm 
Offline

Joined: Sun May 15, 2016 2:45 pm
Posts: 65
Acteon wrote:
keiser wrote:
Keep in mind that I've never done dynamis in my life and I'm a new player with limited knowledge.
Please don't make level-sync gap larger. I don't want to get stuck in Dunes forever.


This.
I'm getting out of my way to optimize my gear setups so that I can have fun (=actually play the game) in a lvl 30+ party only to continue spamming 1 button in the same old dunes lvl cap party with 3 PLs
NO THANKS.


I'd like to echo this sentiment. Figuring out how to attract more players and make more camps viable (fix mob TP usage as one example) seems like it would be the better approach, rather than widening the gap too far and watching everyone level endlessly in the same zone.


Top
   
PostPosted: Thu Oct 12, 2017 1:14 pm 
Offline

Joined: Mon Jun 26, 2017 5:48 pm
Posts: 32
keiser wrote:
For example, make Dynamis more accessible by making it free/cheap/???. To balance difficulty (?) of getting a relic, increase number of currencies needed.

This has got to be one of the worst suggestions I've seen to date. This might only benefit people looking to sell currency for gil rather than work towards a relic, but also ruins the market at the same time by drastically increasing access (and therefore supply) to currency itself. Terrible suggestion.


Top
   
PostPosted: Thu Oct 12, 2017 6:19 pm 
Offline

Joined: Sun Dec 11, 2016 2:58 am
Posts: 249
Should make a team of GMs that dont have personal chars to only help people take the pressure off nas so he can work on other projects


Top
   
PostPosted: Thu Oct 12, 2017 7:07 pm 
Offline

Joined: Sun Nov 27, 2016 2:21 am
Posts: 14
Drexl wrote:
fix mob TP usage as one example


This.

rocl wrote:
This has got to be one of the worst suggestions I've seen to date. This might only benefit people looking to sell currency for gil rather than work towards a relic, but also ruins the market at the same time by drastically increasing access (and therefore supply) to currency itself. Terrible suggestion.


Not sure how you've come to that conclusion. How do you reason with your supply/demand equilibrium? Supply would increase in number of currencies; but obviously value of currencies would decrease due to 1) decrease in cost of dynamis 2) increase in supply due to accessibility. Eventually, the supply/demand equilibrium would happen at a value similar to the current one in terms of other valuable assets (consider exchange rate to other valuable assets) assuming number of currencies needed for relics is adjusted accordingly. How come would making less value (gil) per unit time increase motivation to farm dynamis? It would actually decrease interest in farming dynamis for gil.

I'm probably missing something. I'd love to hear how you see it.


Top
   
PostPosted: Thu Oct 12, 2017 8:16 pm 
Offline

Joined: Thu Mar 10, 2016 6:31 pm
Posts: 75
Tororu wrote:
Should make a team of GMs that dont have personal chars to only help people take the pressure off nas so he can work on other projects


That makes no sense at all... Why would someone join a private server only to be a GM and not bother playing? Talk about a waste of time.


Top
   
PostPosted: Thu Oct 12, 2017 8:31 pm 
Offline

Joined: Thu Mar 10, 2016 6:31 pm
Posts: 75
keiser wrote:
Drexl wrote:
fix mob TP usage as one example


This.

rocl wrote:
This has got to be one of the worst suggestions I've seen to date. This might only benefit people looking to sell currency for gil rather than work towards a relic, but also ruins the market at the same time by drastically increasing access (and therefore supply) to currency itself. Terrible suggestion.


Not sure how you've come to that conclusion. How do you reason with your supply/demand equilibrium? Supply would increase in number of currencies; but obviously value of currencies would decrease due to 1) decrease in cost of dynamis 2) increase in supply due to accessibility. Eventually, the supply/demand equilibrium would happen at a value similar to the current one in terms of other valuable assets (consider exchange rate to other valuable assets) assuming number of currencies needed for relics is adjusted accordingly. How come would making less value (gil) per unit time increase motivation to farm dynamis? It would actually decrease interest in farming dynamis for gil.

I'm probably missing something. I'd love to hear how you see it.


Your suggestion doesn't work on many fronts. For starters, suggesting to increase the number of currency needed to upgrade a relic goes against the nature of the server. We have enough bad changes as it is. We don't need more.

Secondly, the price of entering Dynamis is necessary. There's a reason Square Enix had it in the first place. It combats inflation. Without it, you're basically generating money with no way of getting it back out of the system to keep the economy stable. Prices as a whole would go up if there weren't ways of taking the gil out of circulation. 50,000 gil is not a lot of money, even on this server and it's a hell of a lot better than what was the retail standard of 1M per run.


Top
   
PostPosted: Thu Oct 12, 2017 8:37 pm 
Offline

Joined: Sun Dec 11, 2016 2:58 am
Posts: 249
many people would gm on a server... and so they dont have a personal character so LS favoritism doesnt come into play but i digress

the thing that would help mucho mucho mucho is allowing 3 chars in the field, and allowing you do unlimited dyna a day (keep the 50k each fee)


Top
   
PostPosted: Fri Oct 13, 2017 12:15 am 
Offline

Joined: Mon Jun 26, 2017 5:48 pm
Posts: 32
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?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 41 posts ]  Go to page Previous 1 2 3 4 5 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 22 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Limited