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Inflation guide - fountains and sinksFollow

#1 Dec 05 2005 at 1:59 PM Rating: Good
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Hi all,

In an effort to better understand the inflation problems we've been having in Final Fantasy, I'm trying to figure out where money is being printed.

There are two key areas I'm interested in; fountains and sinks.

A fountain is a place where new gil is added to the economy. For our purposes, a fountain has to be something that can be repeated without end. Rank Missions give large gil rewards, but they can only be handed out once per nation.

One of the most notorious fountains was the lake in Rabao, which grew quite famous for producing Rusty Caps. Fishermen would gear themselves up to catch items, then bring in as many Caps as they could. With enough Smithing skill, the Rusty Caps could be transformed into Padded Caps, which were then sold at an NPC vendor for a very good price. This was so profitable that Rabao always had fishbots present, 24/7, until SE nerfed the hell out of the price of padded caps at the NPC.


A sink is a place where gil is permanently taken out of the economy. This can happen in a lot of different ways and is a primary way to keep inflation in check. The requirement for a sink that the gil must be permanently gone. Changes in the price of commodities do not count, nor would gil lost gambling at a Jeuno casino; if gil is moving between players it is not a true sink.


What am I missing? Our inflation over the last year suggests more fountains, but I can't think of where they might be.


==============================================================

Fountains

Repeatable Quest rewards

Sale of items to NPCs
... Fish
... Random objects
... Weapon and Armor drops
... etc

Gil dropped from kills
... from Beastmen
... from certain other monsters (Gods)

Gil spawned from treasure chests

Gil can be awarded from BCNMs

THF's Mug command can steal thousands of gil from NMs

And you can fish up 1 gil, from time to time.



Sinks

Transport
Chocobo fees
Airship fees
Selibina-Mhaura ferry fees
Regional (outpost) teleport fees
Solo ENM Goblin Teleport NPC (Gambling for the key item)


Taxation
Auction House listing fees
10% Bazaar Tax in Jeuno


Pay 2 Play
Dynamis Hourglass
Limbus/Apollyon fees


Commodities
Sale of items from NPC vendors
... items from guild shops (particularly consumables)
... items from region vendors
... items from weapon/armor shops (rarely done as prices are above market)
Anima creation (2k for an item you can't re-sell)


Special questy things
Purchase of Mannequins
Purchase of Colored Chips (`Strange Apparatus` quest)
`Inside the Belly` quest


Player Maintenance
Title-change fees
Equipment storage fees (Lower Jeuno NPC)
Changing Nation Allegiance
Worldpass fee


Other
Synthesis Image Enhancement





==============================================================

edit: more sinks added
edit: and a fountain or two


Edited, Mon Dec 5 18:36:24 2005 by Wingchild
#2 Dec 05 2005 at 2:08 PM Rating: Decent
A few Sinks you might want to add:

- Dynamis
- Limbus/Apollyon
- Guild Points

As for the fountains, I feel the biggest constant contributor is fish botting. Even with gimped NPC fish prices, you are essentially getting gil for nothing but time with the right rod and rig combinations. Even if you can make only 25k in a night by fishbotting while you are asleep, this starts to definitely add up over time.

There have also been exploits that have allowed massive gil production. In another thread someone mentioned a bug after the CoP release where items in the safehold could be bought for less than they sold to NPCs for. In other words, you might pay 10 gil for it from the NPC and sell it back for 12 gil. Do this enough times and you have millions entering the system. These may produce more immediately than fish botting and such, but they also tend to be discovered very quickly.

Edit: Clarifying my thoughts.

Edited, Mon Dec 5 14:10:52 2005 by Sarlos
#3 Dec 05 2005 at 2:10 PM Rating: Decent
A very good, neutral tone on this topic.

In addition to the Airship fees, there are the Selbina-Mhaura ferry fees. Also, the 10% bazaar tax in Jeuno (easily circumvented for dedicated bazaar vendors and buyers), the regional teleport fees, and the Ballista entry fees. Aren't there entry fees for other activities? I haven't done Dynamis yet, I think that has an entry fee as well.

In my opinion, any model of inflation in this game needs to account for the rise in the average level of each player's highest level character. The number of 70+ characters has increased steadily over time. This does affect currency supply: it is easier and faster to farm beastmen for gil with higher-level characters. But this is, obviously, something for the next stage in your little project.
#4 Dec 05 2005 at 2:11 PM Rating: Decent
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Dynamis entry fee, Relic Weapon Upgrades and Limbus entry fee. those 3 are sinks too.

edit: Meh, Sarlos beat me to it.

Edited, Mon Dec 5 14:12:22 2005 by DMRosso
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#5 Dec 05 2005 at 2:12 PM Rating: Decent
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Outpost teleport fees.
#6 Dec 05 2005 at 2:15 PM Rating: Decent
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Professor Pachichachi wrote:
Ballista entry fees

These are given back to the players at the end of the match as a reward.
#7 Dec 05 2005 at 2:16 PM Rating: Decent
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Another sink would be changing allegiances to a different nation.

#8 Dec 05 2005 at 2:18 PM Rating: Decent
DMRosso Defender of Justice wrote:
Dynamis entry fee, Relic Weapon Upgrades and Limbus entry fee. those 3 are sinks too.

edit: Meh, Sarlos beat me to it.

Edited, Mon Dec 5 14:12:22 2005 by DMRosso


Sorry, work is slow today so I am keeping a constant eye for new posts. Smiley: lol Also, not to argue a minor point, but I did not list Relic Upgrades because those are primarily player-to-player transactions. Are there parts that require you to pay gil to an NPC?
#9 Dec 05 2005 at 2:22 PM Rating: Decent
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Consumable items bought from NPC's is a sink, a small one, but still a sink. I think if SE expanded on consumables bought from NPC's (such as food, ammo, tools), it would take a good deal of gil out of the economy.
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#10 Dec 05 2005 at 2:23 PM Rating: Decent
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I think you have all the fountains listed there. What I think is really increasing the ammount of gil being brough in the game is repeatable quests. Sure it takes little bit of time but the money adds up pretty fast. Also what about people that will make a character do certain quests, delete it, and then repeat the process again. Using these kinds of methods just bring in money really fast into the game.
#11 Dec 05 2005 at 2:28 PM Rating: Decent
Tarutomo wrote:
I think you have all the fountains listed there. What I think is really increasing the ammount of gil being brough in the game is repeatable quests. Sure it takes little bit of time but the money adds up pretty fast. Also what about people that will make a character do certain quests, delete it, and then repeat the process again. Using these kinds of methods just bring in money really fast into the game.


There is a catch to this. If you are buying, for example, bat wings, you are spending way more on them than you are getting back, so gil is essentially going out of the economy. Also, when you re-create a mule to quest, for example, ninjutsu scrolls, you are still just shifting wealth around, no new hard currency is being introduced.

If you meant something else, please correct me, I just want to make sure people keep clear in their mind that he is talking strictly about hard currency coming in and out of the game. Smiley: grin
#12 Dec 05 2005 at 2:32 PM Rating: Decent
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Quote:
There is a catch to this. If you are buying, for example, bat wings, you are spending way more on them than you are getting back, so gil is essentially going out of the economy. Also, when you re-create a mule to quest, for example, ninjutsu scrolls, you are still just shifting wealth around, no new hard currency is being introduced.

If you meant something else, please correct me, I just want to make sure people keep clear in their mind that he is talking strictly about hard currency coming in and out of the game.


But what about farming the items you need? I know the low level quests don't give a whole of gil but you easily farm the items you need, give to NPC, and repeat. Also isn't the Selbina Clay quest a great quest to mule? Just get a WHM buddy to keep ya alive and go teleport to easy ones and repeat.
#13 Dec 05 2005 at 2:33 PM Rating: Decent
Also, Worldpass and Gold Worldpass fees.

For those who buy, instead of questing, their Airship passes, that's as much as half a million as a sink right there.

Synthesis image enhancement fees, also.

Very minor fountains: fishing (occassionally pulls up gil), chocobo digging (I think - I don't recall for certain.)

Miffee wrote:
Another sink would be changing allegiances to a different nation.
#14 Dec 05 2005 at 2:37 PM Rating: Decent
As long as it is possible to obtain the bat-wings from killing bats, then this counts as a fountain for the purposes of a creating model.

Sarlos Defender of Justice wrote:
There is a catch to this. If you are buying, for example, bat wings, you are spending way more on them than you are getting back, so gil is essentially going out of the economy. Also, when you re-create a mule to quest, for example, ninjutsu scrolls, you are still just shifting wealth around, no new hard currency is being introduced.

If you meant something else, please correct me, I just want to make sure people keep clear in their mind that he is talking strictly about hard currency coming in and out of the game. Smiley: grin
#15 Dec 05 2005 at 2:37 PM Rating: Decent
Professor Pachichachi wrote:
Very minor fountains: fishing (occassionally pulls up gil), chocobo digging (I think - I don't recall for certain.)


Along those lines any of the HELM activities could be considered fountains in their own way.
#16 Dec 05 2005 at 2:38 PM Rating: Decent
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I think if SE made NPC's a bit more useful after lvl 30 they would have more money sink's.

EX: The Tenshindo store in lower jeuno sells a GK for ~700k, its sold in the AH for ~6k.

Its stuff like this that makes NPC's pointless after around lvl 30 for gear and other odds and ends. ALOT of items past lvl 30 are ALOT cheeper from the AH than the NPC's. Only exception is Echo Drops. For some dumb reason people sell them in the AH for 10+k a stack when you can buy them from the hospital in upper jeuno for just a hair less than 10k a stack.
#17 Dec 05 2005 at 2:39 PM Rating: Decent
Professor Pachichachi wrote:
As long as it is possible to obtain the bat-wings from killing bats, then this counts as a fountain for the purposes of a creating model.


That is just so much work! Smiley: lol
#18 Dec 05 2005 at 2:43 PM Rating: Decent
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Guild Points is a fairly big sink. I'm sure I've dropped plenty of gil getting my Bone Specs, Tanner's Gloves, misc Key Items, special crystals, and now attempting for my Bone Apron.
#19 Dec 05 2005 at 2:44 PM Rating: Decent
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Sarlos Defender of Justice wrote:
As for the fountains, I feel the biggest constant contributor is fish botting. Even with gimped NPC fish prices, you are essentially getting gil for nothing but time with the right rod and rig combinations. Even if you can make only 25k in a night by fishbotting while you are asleep, this starts to definitely add up over time.
I think fish botters would be foolish to NPC their fish due to fishing fatigue. Due to fatigue, all fishermen are subject to a fish size/number limit. Upon reaching this limit, no additional fish (or anything, for that matter) can be caught. As a result, one must carefully choose which fish to target each RL day. This being the case, I can't imagine botters targetting a fish to NPC for piddly prices.

I do agree that 25k a night would add up over time, but that 25k/night could easily be 200-300k/night selling on the AH. For example, take a look at the Black Sole market. It's a level 96 fish used in probably the most popular sushi in the game so it should be pretty expensive, no? Chances are, the price per stack is actually very reasonable (20-25k/stack on Kujata). Why is this? Because they can be fished relatively easily in Port Jeuno from the airship docks. These people would be foolish to sell their stacks for 7-8 to NPC instead of getting 25k on the AH.
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#20 Dec 05 2005 at 2:47 PM Rating: Good
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Thank you for this nice discussion. I have been pondering these questions myself, because from a slightly different angle of economic theory, I have been wondering why the economy is not deflating. Before adding my other angle, here is another Sink for you:

Sink: Folks who leave the game permanently, taking all their Gil with them.

I've additionally been pondering the role of Gil-Sellers and RMT Gil-Buyers. My purpose in introducing this controversial topic is *not* to rant, start an argument, or beat a dead horse, but rather to share a small observation, and ask people what problems they might see in my analysis and conclusion.

I'm genuinely confused about how the economy could be ilflating so much...

You often see statements like "Gil-Sellers are the reason for inlfation" and/or "RMT Gil-Buyers are the reason for inflation". When I thought about it, however, I concluded that Gil-Sellers ought to be a DEFLATIONARY force (and Gil-Buyers ought to be a neutral force).

Why would this be?

Well, the classic explanation for inflation is "Too much currency chasing too little product". This is caused (for example) by governments "printing money".

Now, most of the time when the Gil-Sellers are at work, what they are actually doing is introducing new PRODUCT into the economy, not currency: drops from mobs (everything from Tree Cuttings to Leaping Boots and beyond), mined ores, harvested logs, etc.

They take the product that they introduce into the economy, and by use of the Auction House they give that product to someone else in exchange for currency (Gil). Then, the REMOVE the currency from the economy, at least temporarily.

Now, the Gil that the Gil-Sellers remove eventually finds it's way back into the economy, but there is a brake / buffer on this return: returning the Gil to the economy requires an exchange of real world dollars (or other real world currency).

So, in this sense, the Gil-Sellers function somewhat like the Federal Reserve Board, which puts a brake on inflation by adjusting the prime lending rate in order to slow down the flow of currency in the economy.

So, there you have a modest analysis: Gil-Sellers should be contributing to deflation, not inflation, because they introduce new product for the existing currency to chase, and buffer the availability of the existing currency somewhat like the Federal Reserve Board.

Thoughts?

#21 Dec 05 2005 at 2:49 PM Rating: Decent
detlef wrote:
I think fish botters would be foolish to NPC their fish due to fishing fatigue. Due to fatigue, all fishermen are subject to a fish size/number limit. Upon reaching this limit, no additional fish (or anything, for that matter) can be caught. As a result, one must carefully choose which fish to target each RL day. This being the case, I can't imagine botters targetting a fish to NPC for piddly prices.

I do agree that 25k a night would add up over time, but that 25k/night could easily be 200-300k/night selling on the AH. For example, take a look at the Black Sole market. It's a level 96 fish used in probably the most popular sushi in the game so it should be pretty expensive, no? Chances are, the price per stack is actually very reasonable (20-25k/stack on Kujata). Why is this? Because they can be fished relatively easily in Port Jeuno from the airship docks. These people would be foolish to sell their stacks for 7-8 to NPC instead of getting 25k on the AH.


My fishing skill is pretty low, so I can only conjecture here, but let me make a few comments. First, as far as fatigue goes, I do not think this is a major concern for botters. If you pay an extra five bucks a month for five mules, you can signifigantly increase the amount you can fish. If you say each bot can only fish for one hour before becoming to fatigued, that is still five solid hours of fishing.

Also, there is only so much volume the auction house can support. Only so many stacks of fish will be sold in a day, so you physically can not sell all the fish you could bring up. Further, monopolizing the AH like this would lead one to wonder how you got all those fish in the first place...

Edit: I have had the same thoughts as shadowymithra regarding deflation. I simply can not find enough gil 'fountains' to account for the massive amount of gil in the economy. There is so much gil being siphoned off by the numerous sinks that it just does not add up to my mind.

Edited, Mon Dec 5 14:53:50 2005 by Sarlos
#22 Dec 05 2005 at 2:50 PM Rating: Decent
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Good stuff, all - I knew there were a ton of things I was missing. I'm stuck at work watching it snow and am having trouble thinking happy FF thoughts. ;)

Wintaru wrote:
Along those lines any of the HELM activities could be considered fountains in their own way.


I don't know of any HELM activity that actually generates money in and of itself. The actual creation of gil would occur if those items were sold to an NPC somewhere, but by and large this does not happen. Most things that are dredged up via HELM processes are either sold as raw materials or crafted (with the final product being sold to other players for other purposes).

Dynamis is a great money sink. Every run takes 1,000,000G out of the economy. It's sneaky, too; most leads opt to divide the cost of the run by the number of participants, charging an entry fee to their players. The participants in turn sell the currency and other random drops that happen in Dynamis, so that 1 million gil is actually coming out of the pockets of completely random people that happen to buy things dropped from Dynamis zones. (And in the case of crafters, it's coming out of whoever buys the materials they just synthed, and so on.)


Technically crafting failures are a type of sink, but as they do not relate explicitly to currency, I have left them off. That's actually a discussion about the creation and destruction of commodity objects and I haven't quite come that far with the idea today. :)
#23 Dec 05 2005 at 2:59 PM Rating: Decent
Only if the activity directly produced gil, not things that can be sold for gil. You can, in fact, fish up gil pieces. I don't think you can harvest them. (Harvesting something and then selling it to an NPC counts as a fountain only because selling anything to an NPC is gil fountain.)

Keep your eyes on the target here: the idea is to see where the system "prints" money. That is the core of inflation.

Wintaru wrote:
Along those lines any of the HELM activities could be considered fountains in their own way.
#24 Dec 05 2005 at 3:00 PM Rating: Decent
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On Cerberus, in/deflation is very selective. Me as being White Mage, the price of Noble Tunic hardly changed fo over half a year (even before the desyth of subligar is known). Red Mage, Bard gear also remain very stable for a very long time. However, Black Mage, Warrior, and Samurai gear is inflating like nuts. Price nearly doubled in a matter of 2 weeks. And such selective inflation is nearly driven by supply-and-demand (i,e. a bubbling market). Although I have no statistics, I am sure the inflation of those gear are at least a few times more than natural inflation because of fountain > sink argument that OP suggest.

I think the biggest fountain right now is selling items to NPC. But the extend of that is very hard to quantify. I sell magic scrolls to NPC quite often (often after a long session in KRT bone PT o.O). And I sell fish that I cannot craft all the time (even the amount is very small). On our server, I notice a suspicous fishing group in Y. Grotto that fish there all the time. Not sure what they are after, but no matter what they fish up, they may be selling items to NPC for new gil in the game.
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#25 Dec 05 2005 at 3:04 PM Rating: Decent
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Shadowymithra,

My thought is that gil selling is itself an arbitrage arrangement; they acquire in-game currency with real money from Point A (a seller), then hand it out for more money at Point B (a buyer). The acquisition of game currency for the purpose of arbitrage is most easily handled by farming up something pricey (saplings, for example) and making your sales on the AH. Same goes for holding monopoly control of high-value items (archers rings, before Stroper Chymes were altered).

If the most efficient way to acquire gil for resale is through item farming, that's what a gil selling team would do - at least, that's what makes the most logical sense. But the arrangement as described would not increase inflation in the marketplace. They would be providing a service of sorts by moving gil around between people, but as their payment comes in the form of Real Dollars that aren't tied to the game, no new gil would be generated -- no actual in-game inflation should occur.

As you noted, inflation is a problem where there is a steady increase of currency in an economy. We've seen prices double or triple over the previous year. This inflation vastly outpaces reality and suggests either that there are unchecked fountains still in play (like the old Rusty Cap thing) or that the existing fountains do not yet have enough sinks to counter their effects.


Gil sellers can only sell what currency they can acquire in-game. Someone has to purchase their goods at the asking price.

The person doing the purchasing their product must already have currency. In many cases (particularly archers rings) this `price` is passed on to other players - crafters make Snipers Rings, gardeners create Ores, and so on.

Yet, none of this actually creates inflation.


The reason for working on this list is to try and understand where the heck new gil is coming from. You can't hit 200% inflation in a year's time without someone printing money. :)

Technically speaking, Gil selling does create inflation by invalidating some of the existing sinks (i.e., 1M Gil goes between people without being penalized by AH fees or Bazaar fees), but I have no way to estimate the cumulative effects. One would think if the transfer method were the problem that we'd have seen much sharper inflation in the past, if only because all players have always had the option of barter (bazaar outside of Jeuno, or trade an item for gil directly).

(Continuing that thought, the AH tax is basically one of convenience, as it enables sales by proxy, but that's a different discussion for another time.)
#26 Dec 05 2005 at 3:04 PM Rating: Decent
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BCNMs give a decent amount of gil along with the items they drop.

Also, thieves can Mug some NMs for several thousand gil.

And don't forget the gil we get from rank missions. It's got to be something like 300k+ for each rank 10 player, and more for those who switch nations.

I like the system they have set up for turning recollections into anima for the Promyvions. Farm an item, then turn it in with some gil for a new item. Sadly, they didn't continue this potential gil sink with later items like Mistmelts or Shu'Meyo(sp?) salt.

The item storage NPCs are a gil sink, if a small one. I have spent at least 10k in storing and pulling out my AF sets.

Although they work within the methods already listed, holiday events are gil sinks, with firecrackers, yukatas, etc. for sale. I know a few people who blew several hundred thousand on fireworks for this last summerfest.

Edited, Mon Dec 5 15:17:29 2005 by Minaku
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