QUOTE(Tenboro @ May 4 2014, 07:39)

If we stop creating credits, you'll just have a bunch of people who have hoarded tons of credits in the past, while most new people won't ever be able to obtain the riches of the previous generation.
Much like in the real world.
The only way to curb inflation in a fair way is to add additional taps, which is why I'm adding repair costs. Soon
Oh, and people will complain about that too of course, but at least that's just whining and not genuine concern about making a stark divide between old and new players.
No, that thought process isn't the correct one. We know that this is not a closed or zero-sum system, it’s all inherently inflationary, that's it's identity. Changes against that or the “essence of the game” won’t bring results. All those attempts will fail.
You also won’t be able to balance the market effectively. Your attempts at balancing something will only be a temporary and not really useful fix, because much like in the real world, those interventions will create "non-intended consequences" and further unbalances in the future. Those measurements never worked, nor will they work. It cannot be done. This is known from real world economy. Trying to control inflationary consequences without actually controlling inflation is a naïve attempt at best.
And to make things worst you will lose players every time you make one "rebalancing". It’s a vicious cycle that’s very unstable for players, but always end in the same way: in a need of making radical changes again.
(Also on that comment about the real world, it also suffers highly from inflation with most of the new money going to the dominant group. This is much like hentaiverse. What they have hoarded in fact in the real world is power, key properties etc.)
What this game needs is:
- Stability. Stop with the radical or "crazy" changes. At every crazy change players quit. Some improvements of the equip that today is considered “garbage” would also be good.
-Further credits sink off the system (credits lottery, credits directly to monsters [?], etc)
Mainly to curb inflation and to promote continuity in the game this is the correct measurement (which is also fail proof, it has worked in many other places, situations and games):
-No level cap on trainings (or should I say in almost everything), but with costs rising a lot after the current maximums. Why? The current system works, players get their income and then spend it out of the system in trainings, hath perks etc. But then they reach a limit in what they can remove of the system, while their income potential is at the highest? The system works but then it's sabotaged to stop working?
Some may say that the guy with crystarium VI will be making too much income, but he will have to spend a lot to get there, and once there why wouldn't he want VII? He would, but getting it would cost a lot more. Positive incentives, not ineffective nerfs or "rebalances".