(08-07-2013, 08:20 PM)Selsix Wrote:What is to stop me from coming over to Gilgamesh and leveling Miner or Botanist, getting crafting supplies and selling them for extraordinary amounts of money? Your example says that people with money will try to control the market by selling items for more money than people can actually afford or are willing to spend. In what world does that actually make sense? In what world does that actually work? If anything it will be the other way around, people who have little money will over charge items because they assume that there are higher level players that can afford them. This same thing will happen on Gilgamesh too, people will grind gathering classes to sell materials for over inflated prices because they know there isn't any competition on the server.(08-07-2013, 08:12 PM)Ashren Snow Wrote: Final Fantasy XIV: A Realm Reborn is not a fresh new game, it is a three year old game being rebranded and resold with a different name. The fact that our servers and characters from 1.0 still exists proves this, the fact that the core mechanics have only barely changed also shows this. They changed the UI, tweaked the mechanics to make them enjoyable, but it's not a brand new game, it's just an expansion.
This is no different than when World of Warcraft came out with the Cataclysm expansion to draw in more new subscribers.
I hate to break it to you, but it is pretty much a new game. Cataclysm was an expansion, it simply added content and re-vamped some old geography.
A Realm Reborn is an entire re-design of the game's interface, graphics engine, environment, questing, battle system, features, and endgame content.
It may not be a BRAND new game. But it's as close as you can possibly get. And if I'm allowed to play on a server without any pre-leveled characters on it in this new world? I'm going to.
(08-07-2013, 08:18 PM)shotgunbadger Wrote: I really have no idea how the legacy players can 'have us by the balls' though. Can you actually explain that and why it's a certainty?
Sure can.
Scenario 1: Say a legacy player has an item and wants to sell it. Now this item isn't for sale and since he's a Legacy player, and he has plenty of cash left over from 1.0. He can now charge whatever he'd like for this item before an actual economy is re-established simply because there are no other ones for sale.
Scenario 2: Now let's say a non-legacy player puts up some crafting materials for sale. A legacy player sees they are fairly cheap, because again, there is no real economy in place yet. So he buys all of them, which sure might give the new player some profit. But what can he do then? Re-sell them all for MUCH more. Thus causing a problem. This particular issue happens even late game, but the key difference is late game there is an economy in place, so it has marginal success due to market influx.
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