my original post had to do with the materia system not being fresh and inventive, you quoted a secondary reply to Bruce about an ignorant TERA statement.
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I kinda can see where the lore for this is going to come from.
When an item is crafted the Crystals used to create the item leave a bit of the essence in the item that created it.
As a user uses this equipment in combat it slowly draws energy into itself.
After the weapon has absorbed enough energy it becomes catalytic.
Now it can be processed and converted into a Materia Orb.
From Bayohne's post:
So maybe an NQ item has a lower probability of generating an HQ stat materia. That won't result in said NQ item being worthless. It merely means the price of the NQ item is lower, corresponding both to its lower value as an item, and its lower probability of making an HQ materia.Quote:
During the materia conversion process, there will be fluctuations that result in NQ stat materia, as well as HQ stat materia, even when using the same type of item. However, even the NQ stat material will have beneficial stats.
What is wrong with this scenario?
I think this is where the "affection" concept comes from. You essentially personally invest yourself and your energy into the item.
However, I still am unhappy that everyone assumes that this system is 'combat-only'. Why can't a miner invest affection into a mining pick and then convert said pick into materia?
Essentially crafters become gatherers and battlers become crafters in that system. The relationship between crafters and gatherers is beyond broken right now, where crafters enjoy cheap and easy HQ mats to boost their shots to realllly jack of the price of THEIR HQs, because of an oversupply of +1 and +2 mats from gatherers.
Essentially swords become ores, and when swords become ores, the lion's share of the power will be owned by the person doing something with those swords. IE not the crafters.
As much as I hate to see crafters abusing how common gathering HQ's are and essentially profitting from a gatherer's hard work because the gatherer's work is common and plentiful...doing that to crafters doesn't make it better.
I dunno that'd be a pretty minor issue either way. I wouldn't mind too much.
They need to make this catalyst rare or gatherers are going to spam the market with it and it won't have value within a week. Put it in grade 6, max 1 catalyst per dig/chop and on average 1 obtained per hour of gathering. Even that may be too common. This isn't stuff people will buy in the dozens.
Absolutely. Unnnfortunately Xenor then you're boned either way. Catalyst farming will create oversupply of every other stray material. All profits from gathering shunt to materia catalyst. We end up losing...again. Common town crafters make off like bandits with free gold walnut and flax.
Soooo....
Problem
If catalysts are made rare from gathering to give gatherers economic weight in the system, demand will drive overproduction of every other gathering material which is as big a problem as or a BIGGER problem than gear overproduction
Solutions
-Separate catalyst aquisition from primary material aquisition
-Reduce incidental material-gets
-Reduce gathering yields
-Put catalysts in ....*shudders* secondary tool gathering.
Effectively the gatherer's got to make a decision if they want to get crafting mats, or get materia catalyst. Not both. Or if both...that's going to have to be one HECK of a material production nerf.
THIS is why it is incredibly hard to get MMOs right the first time if you don't spend a ton of time playing your own product. No one thinks of these things but players. You almost can't think of everything vital to the decision alone.
@Devs.
Keep the "Materia" name for the system. Please.