Suggestions to Square Enix
Thank you SE for listening to your clients. ^_^
I am a Data Architect for a University in North America, and analysing problems (systemic or otherwise) is an integral part of my work. I have studied the problem of MPK and the FFXI economy in some detail over the last 2 years, mostly as a hobby as it is an interesting mental challenge. What follows are a few suggestions that, in my opinion, will benefit SE and their clients greatly.
Suggestion:- Re-think the NM pop and Rare item drop concept. Transfer the issue of high value rare items to crafting, instead of NM drop. Have the NMs pop as often as each hour, and have the NMs drop an item that is used in the rare item's crafting every time. Transfer the probability of successfully crafting a rare item over to the crafter's activities, rather than in camping out the NM.
What exactly do I mean?
The occurence of MPK is a direct result of black market activities. These black market activities, I believe, are a result of an un-fulfilled demand in the FFXI market for SE clients and FFXI players. That un-fulfilled demand is for rare items of high value and high quality that add to the player experience. For example, the Peacock Charm or Ochiudo's Kotes.
Currently those items are obtained from camping NMs. The 'competition' for those NMs thus introduces MPK and other unpleasant behaviours, especially by black marketeers who have a real financial motivation to do so. Black market activities deprive SE of potential financial gain, and black market activities also deprive SE's customers of an enjoyable player experience.
I also believe that the existence of a black market depresses crafting activity, which should be the real driver behind the FFXI economy. The FFXI economy in it's present state is being driven by the black market. SE has somehow lost control over the economy as well.
By making the Ochiudo's Kotes a very rare very HQ crafting item, it not only promotes interest in crafting, but indirectly promotes production via crafting. The normal quality of the Ochiudo's Kotes, or the standard HQ of that synthesis blueprint, would serve as substitutes as well, although not as good as the very HQ Ochiudo's Kotes.
This method meets the effort/reward concept, and would still be fair. If players decide to discard or sell the normal quality and the standard HQ synthesis item at a loss, it still functions to help the economy by destroying gil, assuming that they bought the synthesis ingredients, thus it manages the devaluation of the gil. It is still ultimately the choice of the crafter what he/she would do with the normal quality or the standard HQ item. The price of the rare item would be a direct factor of the entire market, rather than being a factor of the black marketeers.
In summary, by making very frequent 'NM drops' the key ingredient to a rare item synthesis, and making presently rare NM dropped items a crafting result, introduces
1) a production and demand driven economy
2) viable subsitutes to meet demand
3) prices balanced by variable supply and variable demand
4) greatly reduces the influence of the black market
The keywords here being 'very frequent', 'ingredient', and 'crafting result'.
Result #4 would not only reduce/eliminate MPK and it's associated behaviour, but give back SE control of the FFXI economy again.
Please consult with your on-staff economist (I'm sure SE must have one), about the logic and suggestions of my post. He might be able to refine it further to suit SE's purposes. If you have questions or seek further clarification of my suggestions, please send me a personal message via ffxi.allakhazam.com.
Thank you.
^_^