Yeah but 1 in a million is overdoing it no?
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I think it would be cool if HQ gear could play more of a role in stable materia slots. Like we have NQ 1 slots, then regardless of HQ 1-3 there doesn't seem to be any difference, at least from what I've seen.
It would be cool if perhaps one of the two would be possible
NQ=1 materia 100%
HQ1=2 materia 100%
HQ2=3 materia 100%
HQ3=4 materia 100%
Though since that does sound OP the other thing that comes to mind is perhaps
NQ=base
HQ1=50% increase (ex= 30% is now 45% chance of success)
HQ2=100% increase (30% is now 60%)
HQ3=200% increase (30% is now 90%)
The second idea would fit more into SE's risk/reward factor while adding a slight increase to success rate but allowing HQ gear to be more wanted for those that may only be willing to try for 2 materia ina piece of gear.
The other idea is when it comes to spiritbond increasing it would be cool if they made it where HQ gear bonds faster then NQ basically in the essence of
NQ=base
HQ1=2x faster
HQ2=4x faster
HQ3=6x faster
For me as it stands now it doesn't appear as if HQ gear really offers any benefits other thena miniscule gain of stats. If it was more integrated in the materia system I feel it might lead to a more thriving economy.
It's possible they might have something like this planned in the future but I do hope they have plans to have HQ play more of a role in being effecting with spiritbonding and mending materia to them to actually more HQing more useful then it appears to be atm.
Main thing putting me off going beyond 2 is potential level cap increases making the gear trash. But maybe they will add tier 5 materia when the cap goes up. Either way I will never attempt to go past 3, even with a large bank balance you'd be retarded to try.
first of all, pretty sneaky of SE to devise a way to remove some of the absurd amount of gil from the game. I know this patch has already cost me a few millioni in gil.
second, I like the way forbidden materia works, but I'd like to add that I think the percentages should be able to be increased by the crafting stats of the person. Stay with me on this thought for a second. If a person has a level 50 craft, and if the HQ system is going to be changed with 1.20, what benefit does adding crafting materia onto your gear have really? I can't think of a reason. Now if they changed it so that control and craftsmanship could increase your forbidden materia chances, then there would be a real reason for level 50 crafters to focus on getting the best crafting gear possible.
I can also see perhaps a grand company piece like the Patriot Choker that adds percent points to forbidden materia chances. I don't want the 3rd through 5th materia pieces to be easy by any strech of the imagination, but it would be fun to add a little challenge and incentive for those seeking this power.
what if there were an item to increase the success rate by 5%, but it is a 1 time use only item.
Then you could increase a 1% to 6% to make it manageable.
The trick would be that the increasing item is tough to obtain (like Kirins Osode tough, not ridiculous, but requiring some doing).
That's not exactly "balance", really, as 2x +16 STR materias (or +30 Attack Power) materias are going to be inherently "unbalancing." It's ultimately an economic thing to make the dual materia items super rare.
There's a strong argument that this is too punishing though. After all, to get a good materia you need to burn a good item. Just a quick recap of what it takes to get a 2x materia item, if you're lucky.
Get an item to 100% Spiritbond -> Convert to materia
Get an item to 100% Spiritbond -> Convert to materia
Get a 3rd item
Attach materia 1 (100% success)
Attach materia 2 (25% success)
That means that if you fail on the 2nd attachment you are basically throwing away 3 whole items, and not just 3 made items but 3 items you had to put significant effort to grind spiritbond.
For an expected value of items you can expect to burn to get a 2x materia item: 12. That just seems like a LOT of items and possibly too far on the "rarity" spectrum. For 3x materia: 57.
I don't know, but this seems a little ridiculous to me, and while I do understand that dual materia items are incredibly powerful, it doesn't really make them "balanced" by making them more rare, it just makes them less common.
Looking at the Item prices I've seen on my server for things with 2 materia, 8-20m gil... And I understand why, after all it takes a huge effort to get. But with Gil draining from the economy rapidly, and the fact that even level 50 leves only give a mere 6-10k gil, I'm not sure how the economy can sustain itself in this way for too long.
In essence, there won't be enough gil in the system for items with more than 1 materia to be saleable.
You buy them off people who are looking to make a quick buck and aren't interested in attaching multiple materia.Quote:
That means that if you fail on the 2nd attachment you are basically throwing away 3 whole items, and not just 3 made items but 3 items you had to put significant effort to grind spiritbond.
Doing this time-consuming process by yourself when people that don't see much value in keeping theirs want to get rid of them for some gil would be quite a dumb move. But to each his own.
you are right, this system does seem very punishing. but it is ment to be. if you are willing to try and get a 3 piece materia item, then its going to cost u alot of money in attempts, this is how its supposed to be, its a money sink. its designed to fail more than it wins. but the wins have a great reward attached. so it entice's you to try. like a fruit machine every1 knows that it don't pay out often but that don't stop ppl putting money in to try and win. why? coz big rewards if u do win. the problem with ff14 is to many ppl are too rich and have nothing to spend there money on. now they do. normal everyday ppl like me can look forward to a one piece materia item. but the super rich will strive for that thing alittle special. this is the way the world works, if you are that rich person that is spending alot of money trying to make a 4-5 materia slot item, then don't complain when it fails coz there are ppl that would love to make a 2 slot item, so think of the little ppl. and if u are like me and can only afford a one slot. don't complain that the rich get better than us. coz look around in real life this is how the world works my friends :P
That has nothing to do with the point or you're forgetting some critical points.
First, spiritbond is wiped if an item is sold. Meaning you can't buy a spiritbonded item already. So you've still got the time investment to grind spiritbond on 2 items.
Second, even if the items are normal quality being made and sold for a quick buck, that's a pretty big gil investment. On my server high end armors still go for around 100-300k gil.
With an expected value of 12 items per dual materia, you're talking 1.2-3.6 million gil to even MAKE a high end item. Add in another materia and you're up to an expected what, 16.8 to 50.4 million gil.
I know the system is in place to reward the hardcore, but I don't think there's anyone that exists that is hardcore enough to deal with the grind of spiritbond on 57 items. Let alone grinding spiritbond on whatever the expected value of 4 materia would be (easily in the several hundred).
Statistically speaking we will probably never see a 4 materia item in the game, ever, unless it's something with cheap materia that you can buy for ~100 gil.
Aside from the post being incoherent. People play "fruit machines" (slots, I assume) because they're easy with a low chance of winning. I.E. the lottery.
The problem with the comparison here, and what a lot of people are forgetting, is that this isn't a simple lottery. You're talking betting seriously high value things with an insanely low chance of return. No one in their right mind would buy a $10,000 dollar lottery ticket in real life. Even if the chance of return was similar to the chances in this game (i.e. 1 in 50 to 1 in 30,000).
And to top it off, not only are you gambling with super high stakes things, they're things you had to spend a significant amount of gil to buy or effort to make.
Alot of people here just dont understand
This system isnt meant at all for you to get 5 materia into items
It is meant for you to get 1, thats right, 1 and more if lucky(very lucky in some cases)
the game is balanced around no materia
with 1 you become strong
any more then that overpowers you, so why should you easily be able to overpower yourself?
Two words, one bolded, "Forbidden" Materia.
Why do you need to buy a spiritbonded item?Quote:
First, spiritbond is wiped if an item is sold. Meaning you can't buy a spiritbonded item already. So you've still got the time investment to grind spiritbond on 2 items.
Every price is inflated. Before they stabilize, we don't know what the long-term effects are.Quote:
Second, even if the items are normal quality being made and sold for a quick buck, that's a pretty big gil investment. On my server high end armors still go for around 100-300k gil.
Somebody is making a big buck out of that 100-300k right now. That isn't going to be the case for too long.
As usual, you completely missed the mark on this one. Kiara is 100% correct. Person A spends hundreds of millions of Gil and hours before they get a 3rd piece attached while person B gets it in one shot. You don't call this luck??? There's always going to be some luck involved but there should be some way for skilled players to increase their chances through the use of their skill instead of just grinding out the gathering process and rolling the dice against the odds.
How do we implement skills in MMO? materia bonding is an individual effort, I just cannot see how to put the melding success rate by skills. Someone will beat the content and other people will follow the exact strategy. luck is the way to go for individual effort for a FORBIDDEN things
Whether you want to attribute it to skill or not, high-end gear should always be a group effort. This is a MMO not a solo game. Unless the "raid" gear has some special effects to it materia can never have, any type of group content will lose the point to doing and thus we're left with the epicness of town crafters creating the best gear available. This completely eliminates the need to even go outside other than to gather and spiritbond grind.
Double materia isn't even that difficult given the probablities. I already have a full set and it took about a weeks worth of time to get (tier 4). Over time even triple won't be that uncommon. Where does that leave us? Raid content being that much easier due to it being balanced around 1 materia slot gear.
It's a fail system that needs to have more limits than it has currently.
Would anyone be complaining if they only allowed 2 materias , 1st 100% and 2nd 25% success?
because you dont have to balance for the .001% of people who will bother
make it a headache to do but something that can be made if you try hard enough, and reward those who do it with being a bit more overpowered without breaking the game
the issue here isnt even how powerful they are, or that some people can spend their way into getting it
people just hate the idea that they cant have it easy 100% of the time
Or they hate the idea that the 1% has it super easy because they have millions of hours to farm. Easy isn't the same thing to everyone, and while some think it's "hard" to farm for farm endlessly to get their epic gear that trivializes the game, others think it cheapens it.
There's too many problems with the current system, particularly if the game is to be balanced around 1 or no materia gear.
i like the idea behind materia, i don't like the idea of gear being crafted that is better then dungeon/raid though, they need to make materia only gotten threw dungeons if it will be this way. also is it really worth doing? i mean besides putting 1 or 2 materia on a piece? they said they will raise caps on things every 1-2years, why would i want to spend so much time and/or gils to make something that a new piece of gear will beat. it's like tiered mmo's best gear i can beat it's stats just by having a garbage drop from random mob from next tier. why put in that work for a pve game where 1. everyone is pl'ing each other like retards and it don't really matter what gear you got. 2. the next dungeon or set of new gear will end your twink happy epeen b4 you ever had time to enjoy it.
"Achieving the best results" means working beyond short-term investments. Because the system is based on statistics, in the long-term those who dedicate themselves to it will inevitably get ahead of everyone else, regardless of whether someone had more "luck" than them in the short-term.
Realizing and understanding it is a requirement for being at the top. Nobody will get there with "luck".
you are right that was awful. i cleaned it up a bit now :D. (i was drunk) but i stand by what i say. and ppl do gamble with super high stakes. they call these ppl high rollers
the materia system works, it gives the super rich something to spend their money on. while letting the not so rich still obtain some kind of materia gear
Aren't the majority off mmos like this? FF11, WoW, even EQ. People like to feel improved. It doesn't really matter if those that come after you got short cuts. Sure there will be complaints but in the long run it doesn't truly diminish the feeling you had but now you have to work again to get it again. People chase the high. If it through crafting or dungeon. Eventually I imagine you will see a cycle of rotating between the two. Wow from what i understand is setup as "gateways" similar to DCUO where you need this gear to accomplish this to get that to move on to such and such.
So yes what does it matter is also like saying the game doesn't matter which it doesn't. People are engaging in a waste of time to...waste time and get some enjoyment. The fact it diminishes makes it addicting which is why they continue to chase it. Throwing logic at it won't change it.
I unfortunately am a puzzle guy I seek to solve things. So my high has no lasting effect at all since once I solved one I have to find another that is harder then the last but yet easy enough that I can perceive it as solvable since unsolvable puzzles would not give me a satisfaction. Collectors have it easy in that regard they need only know something is better, something is new, something is special for them to want it. Epeen or not people will do it and chase the high because the other option is stopping all together.
ffxi's gear didn't get replaced for most part, they branched out to different uses. every piece of gear i spent days/weeks/months/years obtaining i got to keep the hole game threw. if a 7piece materia would last that long i think everyone would slowly work at it. but to say that by the time i get one ..new gear is on it's way? some might still find it enjoyable to do, i will start to find it annoying. i love collecting gear, but if i'm poping millions of gils of mats and gear then 3months later the gear is useless, i'm not gonna be as dedicated to trying to do so. make it all dungeon time then we have a game, it's all crafted, so lol ...i don't think that should be the main focus of the game. that just makes this game a 15bucks a month ...gear my barbie mmo. even warhammer now you don't even need to do there dungeons cause you can just buy them from a vendor, not saying it will be that bad in ffxiv or for sure not in ffxiv 2.0 but if dungeon not worthy, most aren't hear to craft or buy there gear and do dungeons just for fun.
Please read:
I can bet that crafted gears with 1-2 materia will be better for the future AF rare/ex. For this i'd like a system without forbidden materia system (i like things based on skill and not on randomness/luck/howmanymoneyyouhave) ... A good idea imho for example could be NQ craft 1 materia slot, HQ (in future there will be not difference from +1 +2 +3 remember? ) 2 slot, and in future if they decide to let meld rare ex gear too, 3 slot from an super hard mode drop that only a few of ls per server can do it... (why should i take rare/ex gear, if i can power up crafted gears? Look the only contend beside Ifrit, Dzmael darkhold, they literally killed it, we already have to many contents right?... ) ... It will be really stupid imho if crafted gears, with 2 materia (and maybe even 1 ) will be more powerfull that the "legendary AF" ... I can already see for example pld af (supposed to be a tank right? ) with random stats (as SE docet) like piety on body, dex on helm ecc ecc.. While i can boost dex/vit/hp only on crafted gears and be a better Tank... I used to be a top player in FFXI (5 years) and then WoW (3 years) but this system really bring me down.. (well i think it could bring down everyone if you can't attach a 2° materia on gauntlet for 7 I MEAN SEVEN time in a row... There is anything based on skill ? No, it's just a stupid luck/ass based system)..
I hope that everyone can understand my point of view, even if my english sucks :P ... "W Skill based things - M luck based things" /cheer !
"I don't have the skill and dedication it takes to attain wealth."Quote:
(i like things based on skill and not on randomness/luck/howmanymoneyyouhave)
I said that i've the dedication to do harder skill based content, and you say that "I don't have the skill and dedication it takes to attain wealth." lol. Well it's right. I'd like to spent time fighting very hard bosses than spend 2 hours to buy materia/gear and then praying in 10 different languages =) ... And why didn't say anything except this (dungeon broken atm)? You maybe have some craft classes and u're ok with this system?
I didn't say that the system is perfect. r/ex gear should be on the level of crafted gear enhanced with materia (1-2), or sometimes surpass it. Right now it's not the case.
If it doesn't take any skill and dedication to attain (enough) wealth, everyone would be able to do it. Yet the resources are limited, so that isn't practical. Some people are going to be better at it than others. Those people also don't need to "pray" for success. They will dedicate themselves to it and walk out with results. Maybe in short-term you can get lucky or unlucky, but the more you do it the less it is about short-term and more it is about long-term results (based on statistics).
It takes skill (and dedication) to become richer than others. It also takes skill (and dedication) to down hard bosses. In this game, becoming rich takes more of both.
There's no real limit to resources which is why money is essentially worthless in this game. Good example is going out and mining till you hit fatigue now allows you to pump out 40-50 pieces cobalt of gear.
Sure the occasional retard will pay 3 mill for that tier 4 materia, but when you're attempting 2+ slot materia gear that's going to be few and far between. Anyone going for 2+ materia gear is doing it for themselves and not to make money.
I didn't read all the posts, but my thoughts are that materia is a stupid lottery... Just imagine the out come..
Marauder gets a high end crafted item, and slots it with 4 of the tier 4 strength materias.
In this scenario is that player even going to be challenged by anything in the game? He will probably hit things for insane damage, and kill equal level mobs in 1 hit. That sounds like he has soooooo much skill... I wish I had the should he had to get that item.