Page 1 of 2 1 2 LastLast
Results 1 to 10 of 19
  1. #1
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90

    This is how Materia System should be

    Short...

    FF7 has Slots for Weapons/Armor
    Using DoL Materia items gains you Materia slots on Armor/Weapons when your trying to "meld".
    Then you Equip your Materia which you either buyed or Sprited.
    Can Swap Materia off any equipment with slots without it breaking.
    Materia levels up more you use it in battle. Sameway with Spriting. Aka.. AP.
    Once Materia reaches AP cap it levels up and stats upgrade. (Materia stats is lowered down to meet that level of armor's cap. Which means if you have a max tier4 Materia on a lv1 Armor it will have same stats as a tier1 Materia unless its changed to another piece of gear thats higher level to suit that Materia


    In Detail...

    Drop less support with Melding Materia on armor and weapons please. Its a nice option to the game but I don't want it to be a grind/break fest. Its a nice Augment option for armor but this shouldn't be the main focus on Upgrading Armor.

    (Edit:Make it Melding 3 Slots the limit. Drop the 100% chance to 65% and then.. 35% then 20%. Instead of Melding Materia on Equipment make it a option to create Materia slots.

    HQ equipment will give you 10% bonus to creating slots.

    Basically if you fail creating a Materia slot on that piece of equipment the equipment breaks.

    (Edit Extra: Failing to create extra slots, any currect Materia equiped on that equipment will be returned back to your bag with currect AP.

    Also make a other menu just for Equiping Materia on any piece of armor you have slots for. (You can Level up Materia to upgrade it with AP when you kill mobs that give you exp.)

    Drop less Support of Spirting armor and weapons to create random level Materia. Breaking Higher level Armor/Weapons will create better stage Materia but not anything above lv2/3 for right now. Once you Equip the Materia you have to level it up to raise its Stats by feeding it AP. Rarer Materia cant be created this way.

    Add tier5 Materia, because of what players already have so they can upgrade there tier4.

    Removing Materia on Equipment slots will remove its AP and its level. You will keep the same Materia but it will be just weaker. Noone will be able to sell the best Materia. Just the near best.

    Make Equiping Materia and creating Materia slots a Cost DoL Melding Materials.

    Make Ra/ex Equipment have Materia slots already set to be used once obtained. Add Materia slot # limitations as you please with any piece.

    Also make Spirting Armor create AP for your Materia on your Equipment level up. Less Materia/Equipment with Materia you have equiped when you convert your armor the higher amount of AP will be put into your Materia.

    Selling Materia will reset its AP to 0. It will still keep its level but the AP bar will be 0.

    Add Materia in any craft as a Material for creating equipment or items.

    Add AP gain while crafting and gathering. AP gain depending on EXP Gain at currect level.

    Lastly make a DoH Materia class to combine Materia to make combined Materia (Vit+10 Dex+10 etc)

    Combining Higher level Materia will have better chance of combining. After combined it will reset to tier1 Materia but will have combined stats. (Vit+3 Dex+3 etc)

    Also for players already rewarded by Melding make them have 1 Materia Slot and give back there Materia for all 1st Meldings. For Melding for 2nd and so on give them back there Materia and add ton of AP on there Materia.
    (3)
    Last edited by Venat; 01-13-2012 at 08:09 PM.

  2. #2
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    An extremely punitive system, into a ultra-extremely punitive one ?
    How about no ?
    (7)

  3. #3
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Hows that harder...? Its easyer read again troll. The game has totally messed up stats and gives us options to meld more Materia with stats on armor but hugely punishes us for trying to. Basically noone is doing it. My system is more engaged with keeping Materia unbroken and make it more of progress system in earning AP.

    Players would agree to make Progress to no progress.

    Materia DoH maybe a bad idea but it could add a huge gil sink to the game and be able to create some rarer Materia and add less Grinding overall with gaining AP.
    (0)

  4. #4
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    The currect game makes crafting same armor over and over too easy. It supports Melding system this way and main problem is Melding is way too unlikely. I personally think the currect Melding System and Materia System is bad because its totally based on Luck.

    This is ok but how much LUCK does a person really have... please go to a casino and gamble all your life savings and tell me if you win more then you spent.

    Luck should only be for mainly crafting HQ armor.
    (0)

  5. #5
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Now i'm a troll ? Good to know prankster.
    however i'm speaking of this
    Make it Melding 3 Slots the limit. Drop the 100% chance to 55% and then.. 15% then 10%.
    Basically if you fail creating a Materia slot on that piece of equipment the equipment breaks.
    Basicly it's much lower then now, with the same penality.
    (2)

  6. #6
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by yukikaze_yanagi View Post
    Now i'm a troll ? Good to know prankster.
    however i'm speaking of this


    Basicly it's much lower then now, with the same penality.
    1. You dont lose Materia
    2. HQ has higher 10% bonus to all of that.
    3. Actually with me limiting the meld to 3cap it will improve the Materia Stats overhall with Balance. (Either more # of stats or stats will be way better then they are now.) This will also make it easyer for players to reach the cap.
    4. Droping the % of the first Melding of the Slots to balance out the other chances of the next 2 Meldings.
    5. 15% and 10% maybe too low. Recreating armor in crafting isn't too bad since so those %'s for normal equipment seems fine. HQ armor would be... 65%, 25%, 20%... hmmm 70%, 50%, 40% seems better because all were really doing is adding Materia slots, not giving it stats and HQ armor should have better chases like that.

    6. I hate it when someone opens up with a bad responds without explaining why.

    7. Main focus also isn't just for changing Materia but also adding more reasonable options for adding Materia on Ra/ex gear.
    (2)

  7. #7
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    My two-bits:
    I loved the Materia system in FFVII.

    Let's do it that way!

    To sum up it would sort of look like this:
    - Materia can be rewards from quests, drops from NMs, found in chests, and bought in shops
    Obviously the weakest ones bought, and the toughest ones found in NMs etc.


    - Armour/Weapons have a fixed number of slots
    Something with 5 slots may have weaker stats, but more opportunities to upgrade.
    Something with 2 slots may have stronger stats, but less opportunities to upgrade/customize


    - Adding/Removing Materia is free -- no risk, no penalty
    We can spend time customizing our weapons/armour for the job on hand


    - Continued use of a Materia will 'Master' it
    Bonus stats when they are mastered. Perhaps loose master stat if you remove it (but it can be re-mastered again and all is same).


    This would encourage an approach where we can be more strategic on our choice of customization, have more fun/enjoyment in making unique gear that suits our play styles, and not be penalized (or afraid) of trying any changes.

    Presently I'm afraid to use materia (I may loose it and that gear! Or I may not need it on that gear in 6 months when something better comes out!)
    (2)

  8. #8
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Asiaine View Post
    My two-bits:
    I loved the Materia system in FFVII.

    Let's do it that way!

    To sum up it would sort of look like this:
    - Materia can be rewards from quests, drops from NMs, found in chests, and bought in shops
    Obviously the weakest ones bought, and the toughest ones found in NMs etc.


    - Armour/Weapons have a fixed number of slots
    Something with 5 slots may have weaker stats, but more opportunities to upgrade.
    Something with 2 slots may have stronger stats, but less opportunities to upgrade/customize


    - Adding/Removing Materia is free -- no risk, no penalty
    We can spend time customizing our weapons/armour for the job on hand


    - Continued use of a Materia will 'Master' it
    Bonus stats when they are mastered. Perhaps loose master stat if you remove it (but it can be re-mastered again and all is same).


    This would encourage an approach where we can be more strategic on our choice of customization, have more fun/enjoyment in making unique gear that suits our play styles, and not be penalized (or afraid) of trying any changes.

    Presently I'm afraid to use materia (I may loose it and that gear! Or I may not need it on that gear in 6 months when something better comes out!)
    First this is basically what im saying.
    FF7 has Slots for Weapons/Armor
    Using DoL Materia items gains you Materia slots on Armor/Weapons
    Then you Equip your Materia which you either buyed or Sprited.
    Materia levels up more you use it in battle. Sameway with Spriting. Aka.. AP.
    Once Materia reaches AP cap it levels up and stats upgrade. (Materia stats is lowered down to meet that level of armor's cap. Which means if you have a max tier4 Materia on a lv1 Armor it will have same stats as a tier1 Materia unless its changed to another piece of gear thats higher level to suit that Materia.
    Only reason why I added a penalty for changing Materia is I think SE doesnt want players to swap materia often.
    (Edit: Spirting Armor for AP is a good way for players to earn decent amount of AP and keep crafters creating items. Also make any unless armor/Materia players dont need into something they do like AP.
    (0)
    Last edited by Venat; 01-13-2012 at 07:03 PM.

  9. #9
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Venat View Post
    1. You dont lose Materia
    2. HQ has higher 10% bonus to all of that.
    3. Actually with me limiting the meld to 3cap it will improve the Materia Stats overhall with Balance. (Either more # of stats or stats will be way better then they are now.) This will also make it easyer for players to reach the cap.
    4. Droping the % of the first Melding of the Slots to balance out the other chances of the next 2 Meldings.
    5. 15% and 10% maybe too low. Recreating armor in crafting isn't too bad since so those %'s for normal equipment seems fine. HQ armor would be... 65%, 25%, 20%... hmmm 70%, 50%, 40% seems better because all were really doing is adding Materia slots, not giving it stats and HQ armor should have better chases like that.

    6. I hate it when someone opens up with a bad responds without explaining why.

    7. Main focus also isn't just for changing Materia but also adding more reasonable options for adding Materia on Ra/ex gear.
    50% and 40% on second and third meld it's way too much, like that everyone would have hq items with 3 meld. anyhow, you bash the current materia system because it's too luck based (as it's been designed), and you propose basicly the same sistem with some tweek and..gambling :X even with highter %, the two system rely on the same philosofy.
    (0)

  10. #10
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by yukikaze_yanagi View Post
    50% and 40% on second and third meld it's way too much, like that everyone would have hq items with 3 meld. anyhow, you bash the current materia system because it's too luck based (as it's been designed), and you propose basicly the same sistem with some tweek and..gambling :X even with highter %, the two system rely on the same philosofy.
    New system isn't about earning Slots but Leveling Materia. Your not Melding any Materia you Gainning Slots to Equip Materia to that piece of equipment.

    This System is pose to give more power towards Ra/ex gear. Ra/ex gear could have more slots and be more optional for adding Materia on and without any risk in creating slots. Crafting just as important also.
    (0)
    Last edited by Venat; 01-13-2012 at 07:19 PM.

Page 1 of 2 1 2 LastLast