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The State of Housing and RMT Issues

i.imgur.com_qwja2yk.jpg i.imgur.com_yvxxkdn.jpg i.imgur.com_zizeeb0.jpg

The point about RMT is something I figured they might be doing, as a sort of way to try and “trap” gil buyers and be able to trace back to the sources more efficiently due to the markets slowing down and people who do RMT / buy gil not having much to spend on now so they aren't catching as many RMT due to them just amassing gil and waiting for something to sell it for (like this).

The problem is, SE should never build a game facet specifically around RMTs, it was one of the supposed reasons a lot of things were the way they were in 1.0 and it's just bad game design. If the prices were less ridiculous people would be able to buy, or work hard to earn gil and buy it and then the markets would be partially revitalized due to the 100+ pieces of furniture that people would want to buy/sell. As it is now most people won't bother due to the ridiculous rate at which the prices are set and furthermore the piddly 0.14% decrease in price every six hours.

Now just about anybody who buys will probably have a full-fledged investigation into them and it feels a lot more like a sting operation where they go, “Hey we just released content we know everybody wants…but we don't want anybody to play it, we just wanna catch RMT, so tough luck guys, maybe in a few months you can buy a house! Please look forward to it!” Which is, and should be viewed as utterly ridiculous. Most of the items in 2.1 revolve around housing, how many people are really going to buy them with the price of housing being so high? They'll either get a super small house in a 5th grade plot of land and skimp wherever they can just to get the bonuses but not spend too much more as they might see it as “temporary” until they can build enough gil for a mansion.

You stabilize an economy not by making drastic upsetting changes (that causes crashes or inflationary reactions, not stability) but by having a steady force that combats inflation. In this sense having something that people want to use but aren't 'forced' to use would be a better way. An example would be Housing Tax, you pay a modest sum for a house 1M for small, say 8-12M for Large, and then you're taxed based on your server bracket / lot type every so often. Just enough that it's not substantially painful but that over time you're going to be draining a lot of gil from the economy and people will log in just to make sure they stay ahead of the sink. That's just a single example and there are tons that are better in such a position.

The point is this patch's major economic boosts were primarily around housing. The Materia realm might see more movement and PVP-centric materia will likely go up in price depending on how it's acquired and how well they do PvP (and therein how popular it becomes before people cap out and get bored). But as of right now that's all I really see, the potions aren't going to be particularly powerful for PvP, maybe a bit beneficial but I can't imagine it'll see enough force to make them worthwhile to mass-produce. And in a 4-v-4 match I can't see anybody running out of TP unless I missed some skill that saps a good portion of a person's TP.

Even if it is an issue it'll only be used by a small cadre of the populace, whereas a lot more people could have and would have bought furniture to furnish their newly bought FC house and no doubt the amount of gil drained would likely be more if the prices were lower than if they're restrictively high like this. Take a look at any economic theory on sales and low margin of profit on high-demand items versus over-pricing to increase margins. Thousands of people would have been able to buy houses for <10M and that would have drained more gil out of the economy, all while boosting the markets by having people wanting housing goods and others having the ability to sell housing goods. A lot more gil than a handful of people buying 200M houses, even if a few hundred do it'd still be less than the thousands who could have purchased a more reasonably priced FC house. It's almost like SE doesn't want people to play a key part of their game, either that or they want to equate this to “real life house buying”.

The only possible alteration would be if SE looked at the server gil and economy every month or bi-monthly and updated the housing prices accordingly. As more gil is removed from the system the houses should in theory be cheaper, but seeing as they expect people to wait 90 days for a single house I sincerely doubt they're going to bother with being that hands-on.

Which, as time has shown us, has not exactly happened. They did however add some value to the Small Houses by giving them a basement which is a nice additional treatment because it basically doubles the small little cottage, and people spend more gil on things that are just as useless and is going to be gone as soon as they a drop or end up farming enough tomestones so throwing that much gil at a house seems reasonable to a degree. The problem however is that eventually people are going to have less and less gil in the system and the houses are still going to be ridiculously expensive. The entire issue of this is that people are rightly unhappy about the whole deal and the economy on most servers is so messed up that it doesn’t matter how hard you try to make gil. If you aren’t in a mercenary group, which implies you are in a free company with skilled people, you aren’t going to have an “easy” time of getting gil. Even then you have to navigate the often murky waters of the near RMT style of selling clearance runs and the like that those people do. Some are for it, some are against it and many others are adamantly opposed to seeing those people so you can expect to get some flak for doing it, partly out of jealousy from those that cannot do it themselves but don’t want or cannot pay, and partly because people are simply morally opposed to what you’re doing.

That aside, crafting and gathering is often over supplied and with less demand than you really should need. This is because crafters and gatherers really don’t have that much to do. Why bother with wearing the best gear when a drop is going to be so much better? An easy fix would be abjurations similar to what FFXI has, which involves both battle content and crafters, and gives the crafters the capacity to be able to high quality the item giving even more utility. If people could get a “recipe” or some item that allows for a single attempt at crafting an item and said item drops off of a turn of coil then you get a massively boosted economy because people can craft and sell the items. Even if they can’t directly sell the item you could copy FFXI verbatim, make the abjuration drop which unseals the “locked” armor or item that the crafter makes. The item the crafter makes would be unequippable, and would require the item from coil or wherever it’s from. This would involve both crafting and people doing raids, it’d allow people who craft to sell items that can be used with the unique and untradeable items that drop from doing raids but allowing both sides of the table to be used in endgame. This in my opinion is the best setup for the economy and for the end game players in general.


Article By: Penguin Writer


Games | Role Playing Game


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