StateAlchemist of Amestris wrote:
I think the whole point of this is to make Gil actually worth something. Let's face it, money grows on trees in Eorzea. It's kinda sad.
State - I originally hit 'reply' to agree with you, but as I typed and thought through my response, I'm not so sure. At the surface, the volume of changes leads to the logical conclusion that it MUST have been devised to alter the economy in some way.
Regardless of whether or not that's the intent (after thinking it through, I don't believe it is - at least not the primary intent; the primary intent is to streamline enjoyable gameplay), I don't believe these changes will alter the long term trajectory of the FFXIV economy (which, admittedly, is the most screwy market I've experienced in an MMO to date).
Economy, by definition, is money and velocity (how frequently the money changes hands), with the latter being more conducive to a healthy economy than the former. Gil earned will always be a function of time in an MMO - the more Earth hours you spend, the more money you will earn on a relative basis, hence the lucrative business of RMT. The changes to gameplay as laid out in the 1.19 notes certainly affect how money is earned in the status quo in terms of what actions yield which reward, but they only shift optimal profit from a certain set of activities to another (yet to be determined).
While the yield is definitely shifted to make raw materials more important (1 log == 1 lumber as opposed to 4, for example), it's not clear that the demand for raw materials will overwhelm the economy to the point that gil becomes a scarce resource. In my opinion, the radical simplification of the items that can be made and the items that are required to make them seems to indicate that SE is disinterested with academically analyzing the XIV economy and instead focused on making the game most enjoyable to its players, which is great news for us.
If anything, I would expect high-level materia, catalysts, and materia-laden gear to skyrocket in price, while the low-level and non-materia accessorated to become ubiquitous or commonplace, with little extra cost due to marginal added benefit.
Then again, with the oversaturated money supply we have right now, who knows what will happen. They say life imitates art, but in this case, maybe life will imitate art...
TL;DR - Whatever may be the case, I don't think the change will hurt, but at the same time struggle to accept that "the whole point" is to reduce friction in the economy. Maybe I'm reading into your words too much, but the prices of goods is the least of this game's problems.