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We have all seen it or experienced it... your ingredients cost more than the item sells for or takes so long to farm you deem it better to earn gil in another fashsion. I propose crafted items should have a set minimum within the auction-house of at least the cost of the ingredients including the crystal used and a profit margin added in dependent on the syth level. Why...to eliminate undercutiting and steady the flow gil. Spread the wealth so to speak(Obama-lingop.s. How the h#!! do you get new syth combinations without someone showing mercy and telling you???
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| Senior Veteran Iron Emblem of Service | Re: Price Controls Needed...No? So don't make those items.
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| Junior Member | Re: Price Controls Needed...No?
"don't make those items"... scoff'... to eliminate the need of avoiding the creation of these items is the purpose of the post...
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| Soldier Tony Allied Ribbon of Bravery Join Date: Oct 2006 Location: Flint, MI
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My Mood: | Re: Price Controls Needed...No? If you're talking about things that are added after updates and such, the only real way is to scour the internet forums to see what people have dug up. Data Mine the update to see what was added and then take a educated guess as to what is in it, or just wait until somebody uploads it on ffxiclopedia. When new stuff is added, it is only popular for about 2 weeks, so you can cash in if you are one of the first to figure it out, however by the time everybody knows the recipe the price is already 1/4 of what it was.
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Last edited by Durahansolo; 12-12-2008 at 09:11 AM. | |
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| Junior Member | Re: Price Controls Needed...No? Quote:
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| | #6 | |||
| Soldier Tony Allied Ribbon of Bravery Join Date: Oct 2006 Location: Flint, MI
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My Mood: | Re: Price Controls Needed...No? Quote:
Quote:
Crafting is like the stock market, one day you are at the top of your game, and the next day is Black Tuesday and need a Stimulus check from the Archduke to stay afloat.
__________________ ----------------------- ![]() "There will come a day when the world will realize that Superman can no longer create miracles. If my name was Superman, that day would be today." 4/29/2009 - Me Quote:
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| | #7 |
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Price Controls Needed...No?
Crafting is an investment. They're not going to give you 100 skill on a silver platter. Make money. Find the cheapest/most efficient path to 100. Make money off of the high level synths other people can't do. Sometimes you can even make money off of low level synths.
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| | #8 |
| Just a glimpse of an ankle Allied Ribbon of Glory | Re: Price Controls Needed...No?
Can't you just go to the guild and ask the NPCs there for recipes until you see new ones?
__________________ Ellipses on Fenrir There is no rush. If you're not willing to take your time, don't be surprised when no one wants to give you much of theirs. <3, . . . |
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| | #9 | |
| Senior Veteran Iron Emblem of Service | Re: Price Controls Needed...No? Quote:
The only time that makes any sense is if your dead set on blowing threw some crafting levels by skilling on something that sells ungodly fast. However in order to do that you already need to have a whole lot of gil on hand and really shouldn't be complaining about losses. | |
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| | #10 | |
| Dictionary Allied Ribbon of Bravery Join Date: Jul 2004 Location: Warrior
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My Mood: | Re: Price Controls Needed...No?
What you suggest defeats the purpose of a player-run economy. My friend plays Age of Conan... thing. He was saying something about some item that has too much in circulation so the GMs themselves are purchasing masses of it every time it goes up for sale. So people are making tons of money off the GMs and in turn, inflation is running rampant. In other words: direct involvement in the economy tends to create a collapse. This idea would give even more power to sellers. And the AH already plays more for the seller than the buyer.
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| | #11 | |
| sweet broken hearted machine Starlight Medal Join Date: Oct 2004 Location: Facility A220S-0024, Room 211
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| Re: Price Controls Needed...No? Quote:
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| | #12 |
| Knowledge Vending Machine Bronze Ribbon of Service Join Date: Sep 2005 Location: Bastok Mines
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| Re: Price Controls Needed...No?
The crafting economy even when it has been at its more functional is generally predicated on the notion that creating end-products is usually inherently lossy. There are two main reasons why at most crafting levels, crafting is performed at a loss: 1) Improvements in crafting skill have value, i.e. people are willing to pay for them 2) In most instances, High Quality results have value, and as High Quality results are rare, production volume has a value to the crafter in improving the chances of achieving a High Quality result (there are a few distinct exceptions where only the NQ is valuable, hence the new HQ-suppressing crafting gear). Crafting for profit is usually predicated on an assumption of maxed skill. Hence the HQ profit vs. NQ loss ratio is predicated around the HQ rates achievable by someone with maxed skill. Crafters who are skilling thus cannot expect to profit on those recipies, except by way of increased skill. Instead, lower skill crafters sell not to seek profit, but to decrease loss. The key difference, where you will find your few low-skill profit opportunities, are either where demand has spiked hugely (e.g. post-update runs on items that suddenly have a new use), or where there is no High Quality result possible. For most of the economic history of the game Poison Potion was the key low-skill Alchemy profit synth, since it had a direct use by players (preventing Sleep), could be made at fairly low skill, and could not be HQed. However, the economy has been fairly soft after rampant deflation, and last I checked this synth still looked break even at best... It has been some months since I last checked, however.
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| | #13 |
| Junior Member | Re: Price Controls Needed...No?
Hmmmmm. I see so those mainly agaist the idea are older , veteran, players. Indeed any change in a system that is well known is going to make bete players, or from the start players, very twitcy. But change can be good...
__________________ Last edited by BLADEnCURSE; 12-12-2008 at 10:41 AM. |
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| | #14 | |
| Senior Veteran Iron Emblem of Service | Re: Price Controls Needed...No? Quote:
Changing the very core something is rarely a good idea unless that core is horribly broken. The player run economy is not. I have Alchemy at lvl78 and WW at 60. I level crafts very very slowly; I refuse to take losses on the way because I can't afford it. If you are taking losses, make better decisions as to what you skill up on. | |
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| | #15 | |
| Just a glimpse of an ankle Allied Ribbon of Glory | Re: Price Controls Needed...No? Quote:
So what do you think would happen if they implemented this? Somehow players would continue buying all those suddenly-more-expensive crafted goods at the same rate they're buying them now? Would the increased income break even across crafts, so that you'd still be able to afford all the things you need to buy? Where is all this gil going to come from to keep things buying and selling at the same rate? Increased NPC prices and mob drops and all those other things that are so easy for RMT to exploit? How do you handle the massive inflation that would generate? Or do we just accept the massive stagnation of the player economy caused by sudden spikes in prices without anything to balance that out? I'm not trying to argue this idea would never work (I don't think it would, but for the sake of argument...). But I don't think it could be successfully implemented on its own, without other changes to balance the economy. What accompanying changes do you propose?
__________________ Ellipses on Fenrir There is no rush. If you're not willing to take your time, don't be surprised when no one wants to give you much of theirs. <3, . . . | |
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