Interesting concept, just hope that playtime (quantity) is not more important than skill and efficiency (quality) to acquire materia.
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Interesting concept, just hope that playtime (quantity) is not more important than skill and efficiency (quality) to acquire materia.
This sounds amazing. I love the idea of the "attachment points", it helps to give another threshold to reach for personal growth; helps to take the sting out of grinding.
Along the same lines, will it be the case where people will be using weapons and wearing armor just for creating Materia, instead of using the best equipment/weapons available?
Sounds like a time sink, which may or may not be a good thing.
Once again, this really will depend on SE executes and implements this.
The system doesn't sound to be at all about skill and efficiency. Simply about the time it takes to wear a weapon out, then take your shot at a HQ materia. IF HQ yay upgrade, gil or trade! If NQ, trash.
Sounds like the time it takes to wear a weapon out is so that crafters can't run amok with just spamming materia-shot after materia shot to HQ like they spam crab bows already. Now there's a steady depletion of crab bows, but not an infinite paced one.
No mention on whether there are HQ catalysts, or HQ ways to put the materia onto the weapon.
If battlers are allowed to make HQ materia (reasonable, they did the work of loving on that weapon), and crafters are allowed for that rare shot to double materia a weapon (kindof overpowered but w/e if all crafters have equal opportunity)...but gatherers don't get **** to say in terms of the economic power of the new system...well...
such is the life of a XIV gatherer. Right under the bus, every time. Power to the miners!
Oy yeah. Unless they level-cap the gear and better gear yields better materia. That will incentivize wearing the best gear, and enforce wearing the APPROPRIATE gear.
Unfortunately that will incentivize destroying the best gear. So...even less of a utility in making midlevel weapons which are just...a wasteland of supply right now. Then you have to start thinking about materia ranks, R30 materia goes in R30 weapons, made from R30 weapons, R50 materia is from R50 weapons that go into R50 weapons.
It's gonna be a big design counter-design chain reaction to make it all work well. It's not just a simple set it and mark that check box off (like guild tasks), or it'll be lolmateria.
This materia idea sounds pretty interesting. looking forward to seeing it.
So wait? the way I read it was you could "Grow" a materia in an equipment just from using the equipment itself or you could force one into it with crafting. (no fail rate.) But to get two materia into a equipment you have to do a special system which has a chance to fail?
So materia is weird crap that builds on my armor and I scrape it off sometimes? JK but it kinda sounds like that from first paragraph of dev post.
It's not about you technically playing a part as a gatherer. It's whether or not you control a rate-limiting step in the process that people will demand.
For the battler, that power sounds like it lies not in their ability to make materia (trash) but in their ability to HQ a materia (win).
For the crafter, their ability not just to put the materia in the weapon (trash), but to put two of them in (win).
For the gatherer...they provide the catalyst? Trash? Win?
Gonna have to make it pretttttty rare for it to be win.