I will wait and give my oppion when all the info is out. That being said it does look interesting.;)
I will wait and give my oppion when all the info is out. That being said it does look interesting.;)
Risk vs Reward...Risk vs Reward.
Since we have no Death Penalty (and never will) they have decided to make our Gear the penalty for failure, whether it is dying or failed synths. We'll see how it works but seems ok to me.
p.s Great Post Amineri http://forum.square-enix.com/ffxiv/t...l=1#post312349
Bump!
Still waiting on some nice community reps to get clarification on what this means for NM/Dungeon dropped gear.
Will maxed materia crafted gear be the best gear in the game? I would really like to know the answer to this question.
NM dropped gear is between 25 - 35.
From high level NM you only get mats, which the crafters can use to make your NM gear, or stones from the leve NMs, which you can give the NPC (and other mats) to make your NM gear with this. I think in both you can put materia (the gears are tradeable after all).
The story about dungeon gear:
+3 gear without materia > +0 dungeon gear
HQ gear with Materia (1 or 5) > NQ dungeon gear without materia
Time to get HQ gear < time to get dungeon gear (if you are in a good LS)
I dont see it that way. I'd agree with you if I was asking what is the best gear for my PLD: minus % dmg or plus HP gear?
But I am not asking about a specific situation or gear tuned for certain things. Its more like I am asking if the max materia crafted gear fully invested in plus HPs would always be better than NM/Dungeon drops with plus HP stats (assuming for the same rank/level/class).
You might be right about me not liking the answer though, I wouldnt be suprised if I get a vague answer or a feel good "whatever is right for you" type of answer. But from the way its being laid out and from the statement they have made in the past, it looks like its all pointing towards max materia crafted gear being THE best.
For example: I could see AF armor coming out. Lets say that the new PLD AF armor (as a drop) has a combined +250 HPs (pulling numbers out of my ass). Now lets take a full set of crafted gear that already had the best HPs for PLD, and lets say we successfully graft on 5 tier 4 materia per gear piece with each materia giving +15 HPs. Well the combined HPs for the materia added +375 HPs and thats not including the HPs that were already on the armor pieces. Maybe it wouldnt be this overpowered, but they dont seem to be putting much of a limit to it.
As I said, there is a lack of clarification. I am not saying its good or bad per se. If SE has decided to go in the direction of making crafted gear the best gear, and it is iron clad. Then thats just the way it is, and I'll move along.
Yea I know all that, but I was mostly refering to future dungeons and NMs. As in a ballance to the materia system. For instance: maxed materia crafted gear = Dungeon gear.
/thumbsup on this new facet of crafting ^^
I think the issue here is assuming that all gear can be strictly ordered from "best" to "worst". There are other options.
For example, a particular piece of NM/Dungeon gear could have a unique ability that is not available as a materia or on crafted gear. Or perhaps a piece of NM/Dungeon gear could have the effects of two very rare materia. While technically possible to recreate such gear with materia, the chance of losing two materia would create a lot of value for the NM/Dungeon gear.
I think that the worst choice that the dev team could make would be to have future NM/Dungeon gear have the SAME stats/abilities as is available with crafted-gear/common-materia, since that would make it easy to compare which was "best".
I really hope that you're right. I could live with something like that. In the past, I myself have said that it would be nice if materia crafted gear could make the best CLASS gear and that NM/Dungeon dropped gear could be the best for Jobs. Some kind of trade off would be great. For all we know that is exactly what they have in mind, but again it gets down to a lack of clarification.
I don't pretend to speak for the community, but I just feel the way it is right now that a lot of people that like the typical endgame grind like myself would not be happy with crafted gear being the best gear. Me and about 15 of my RL friends will just straight up leave if that is the case. And just making all NM/Dungeon drops be rare mats would just be insult to injury. Its nothing personal, and if I liked crafting at all I might not mind it too much. It just does not seem natural to me for great gear to come from any other place aside from a treasure chest in a deep dark cave or being guarded by a dragon, etc etc. Too many D&D novels maybe? I dont know, but I do know what I like. And I cant see it being too popular with Raiders either.
A very well written post, something not often seen around here.
My only problem with a system where the base material is lost on failure is the drama and hurt feelings it can create within linkshells. It takes a lot of responsibility on the part of the players to not recklessly try to socket a rare item and lose it.
I dread the future arguments over one player wanting their 4th or 5th item (be it full weapon or weapon part, however the system plays out) while another member of the linshell wants their 1st. There will be situations where both players feel entitled to the item and will strongly resent someone else receiving it.
Add to that the potential for people to want multiples of item X because the materia it becomes is valuable, and I fear a system that's too much a grind (and a grind for the linkshell as a whole, at that) in getting so many of these drops.
I hope that the system they develop has safeguards in place to prevent this from happening.
I do figure that there will be drama over items, but it's kind of unavoidable. If there are items that people actually want, and it's not so easy to get that everyone easily gets them, then there will be drama.
The only way to prevent it is to not have any difficult-to-obtain or desirable items, I guess.
That said, I hope that SE throws up a lot of splash warning screens clearly letting people know that everything may be destroyed.
I have to disagree that losing the base item is a good thing for a system like this.
You want there to be progression, and you want there to be challenge, but you also need it to be fair. It does the game no good whatsoever to try and avoid a grind when it comes to SP, only to have excessive grind in slotting weapons and armor. A lot of time and work will go in to the best items in the game, but you also need at least some aspects of it to not continue ad infinitum... and that's where the base item should not be destroyed.
There's already going to be plenty of time and work involved in getting 5 good materia that you want to slot. And supposing you've done all that, only down the road to get 1 materia that's even better yet, and now you want to try to reslot everything again. If the item is not lost in the attempt, then this is just a personal quest that involves your time and gil, but does not put undue imposition on the rest of the linkshell.
That's going to be work enough in and of itself. There's nothing wrong with being able to reach a goal – a good HQ weapon – and being able to rest comfortably knowing that that reward cannot be taken from you. This is doubly true if the game still has being “casual friendly” as one of its goals.
There's no good and fair way to have a system where the work of a linkshell can be completely lost so easily. It will lead to more hurt feelings and an atmosphere of discontent. That only makes a game more frustrating and less fun. Being forced completely back to square one is just too harsh a penalty with no significant advantages. Watching someone else in the LS get an item you want is sometimes a hard pill that needs swallowed. Having them potentially lose that item is unnecessary.
I've been continuing to think about this system off and on during the day. Hopefully people won't be thinking of me as "white knighting" for SE on this issue. I'm actually rather on the fence, and am trying to understand the rationale behind it. I'm totally sure that I will be raging personally the first time that I try and multi-materia an expensive item and lose it! :D Maybe my title here should be "Devil's Advocate"... Anyhow, on to the discussion!
------------------------------------------------------------------------------------------
I've seen a lot of discussion about people not liking the thought of losing items. I personally think that this is perfectly valid. If a player puts in a lot of time acquiring something in-game, to have that accomplishment taken away is very disheartening. I believe that this is why there is no SP/XP loss in the game. Pretty much everything boils down to "time spent to acquire <X>". Time spent to acquire SP to gain another rank. Time spent to acquire Guild Marks to acquire ability <X>. Time spend running through dungeon to acquire item <X>, etc.
Having said that losing things is not fun, there is a distinction between being unable to avoid losing items, and item-loss that is 100% avoidable.
Example: losing SP/XP on character death is not 100% avoidable. A battle character must go out into the world and fight, must take on the risk of dying in order to have any realistic chance to progress. This is simply the nature of playing the game. So, taking away SP/XP on character death is not perfectly under the players' control. Bad luck (happen to miss 4 times in a row), technical failure (forced disconnection from the game), as well as other situations all conspire to prevent player death from being 100% avoidable. Hence, losing SP/XP on character death was NOT added to the game.
Example: losing an item to convert it to materia IS 100% avoidable. As presented, at no time will the game system force a player to convert an item into materia. The item can gain 100% attachment, but it is purely under the players' control whether to lose the item and receive a materia in exchange. The item can be kept and continued being used, or sold/traded away. In this case, there is a very clear and direct connection between what is lost and what is gained. An item is lost (100% certain) and a materia is gained (100% certain). The value of the materia received, however, is not certain. However, the choice to lose the original item is 100% controlable by the player.
The Forbidden Ritual: now for the crux of the matter. In a literal sense, the choice as to whether to lose an HQ item when attempting to multi-slot it with materia is 100% controllable. That is, the activity that can cause the player to lose the item is not required as a part of game play. In order to lose an item in this manner, the following steps must be taken : (1) crafter must undertake a specific quest in order to obtain a key item that will allow for the possible destruction of an item, (2) said crafter must then attempt to attach a 2nd (or more) materia to an item. This means that this item loss is 100% avoidable. Simply by slotting only a single materia, the item in question will never be lost.
Now, if there is content introduced that cannot be beaten without multi-slotted gear, then the chance of item loss changes from "optional" to required. This is something that the SE development team will hopefully be keeping in the back of their minds when scaling the difficulty of new content. As more and more content is scaled in difficulty according to "players with multi-slotted gear", the loss of items in this manner become more and more "unavoidable". As long as multi-materia gear remains an optional luxury, however, the system is 100% avoidable.
Gambling: one can liken the multi-materia loss system to a gambling / lottery type system. If the Golden Saucer had a daily lottery, in which each player in the lottery had to stake up a valuable item, and only one person could win the prize, it would mechanically work a lot like the Forbidden Ritual. Put up a valuable item as stake, knowing that if you lose, the item will be lost. Gamble and hope that you win, and get a more valuable item as a reward.
At heart, the Forbidden Ritual system is a gambling system. You gamble an existing item in the hopes of getting a better item. At this point it gets down to the risk vs reward, which each player has to assess for herself. Is the reward of getting a 4 slotted HQ item worth the risk of losing a 3 slotted HQ item? For most player, in most situations, probably not. However, the situation is completely 100% avoidable -- until that 4 slotted HQ item is required in order to beat content.
Finally, there are two parts to the concept of "4 slotted HQ item is required to beat content". There is the side that is controlled by the developers, where they develop content and adjust the difficulty. However, there is also the side that consists of the expectations of the playerbase. If parts of the community begin to 'expect' players to have gear that requires risking item loss, tremendous peer pressure can come to bear, changing the balance entirely. This can change a "fun and optional gambling system" into a "painful and frustrating chance-based grind."
I like the idea of the materia system overall, but I also think the loss of your current progress with a piece of gear is too harsh. Though I am ok with the rareity/gambling aspect of trying to max out materia slots. It should not be easy, but should not be overly punishing. Find a proper ballance SE.
That being said find a proper ballance between crafted and NM/dungeon drops should also be important. I definately feel that we should have a choice between progressing via materia or NM/dungeon drops. Some of us dont like crafting and would prefer as little involvement with it as possible. Today it was said that the game will become heavily instanced. I expect that to provide great non-crafted gear that is every bit as relevant as maxed materia crafted gear. NM/dungeon drops being nothing but rare crafting mats would just be insulting to me. All I am saying is that either the two systems of gear aquisition should be at the very least equal, if not be good in their own ways with trade-offs.
My suggestions:
1. Materia system for classes and NM/dungeons being primarily(not exclusively) dropped U/U job specific gear.
2. Materia system being for improving with base stats only(str+5) and
NM/dungeon drops being U/U gear that have some base stats but are primarily provide enhancements to class/jobs skills and traits(haste+5 or ws acc +5 or fastcast+5).
I have no problem with materia + equipment getting lost for advanced materia craft. Only problem I have is if it's possible to attach materia onto the ex/rare gear, if the devs are going to make it possible where you can obtain more than one of the ex/rare gear at same time.
Like say 1st materia is 100% anyways so I have regular gear without materia + same gear with materia attached, that way when I attempt the 2nd-5th materia attachment on the gear and the craft fails I don't have to go out and get the gear again. Either way I will spend time getting the 2nd ex/rare gear but would like to wear the same gear right away instead of buying another temporary gear, or going naked to get the 2nd+ ex/rare gear for replacement if materia craft fails. (I don't mind going naked really... as long as I have my subligar I'm fine... but just saying)
I can potentially get on board with losing a base item if all content can be cleared without gear that is slotted more than once. As several people have said, balance is the key on this one. If 3/4/5 slotted gear becomes required this is a game that will quickly become not fun to play. (I've actually got a good deal of faith in the current dev team in that regards).
I'm also quite surprised that gear can be slotted up to 5 times. It will be interesting to see how powerful the materia will be. Any useful stat (say, STR+3) can potentially be 5 times that (STR+15) which seems like that could be too significant a statistical difference.
yeah except that they said that the value of stats will be less as you level up. +15 str for a level 50 might be peanuts compared to say +5 str to a level 10. So it will come down, like you said, of how powerful the materia will be compared to the actual value of stats.
dude can you please stop. Everything is optional. I can go into a raid at rank 45 but will my LS take me? no. i do not have to wear rank 50 gear but is that wise? no. i can use a rank 1 weapon on my rank 50 MRD but is that wise? no.
We understand its optional but soon to do hard end game stuff people are gonna want the most pimped out people. thats how the game works if you ever played a real end game.
Everyone wants the best stuff. Most do not mind a hard road getting there but a HQ item completely lost is pretty stupid.
In case you guys don't read my translation thread :
The rep here answers that materia crafted gears will be well balanced when compared to NM/Dungeon gears. And he also confirms that NM gears are not augmentable with materias.
http://goo.gl/qPavN
I did read it and just about cried wit joy. Again, real big thanks for this translation from our French friends. I am sure that it would have eventually found its way over here with an official English translation, but that wait was making me go mad.
And here's part 2
Quote:
■生み出されたマテリアの効果内容■
Details of effect of materias which has been made.
パッチ1.19では約80種類のマテリアが実装されます。
その効果は「知力のマテリア(INT上昇)」「鉄人のマテリア(STR+VIT上昇)」というように、
それぞれに異なります。
約80種類のマテリアは、ランダムにすべての武器/防具から生成されるわけではなく、
生成パターンと傾向が存在します(知力のマテリアは、剣や斧からは生み出されないなど)。
In patch 1.19 there are about 80 different types of materia being implemented.
Within those various effects can be obtained such as materia which has INT up or materia which has STR+VIT up. The 80 different types of materia is not randomly created from every weapon/gear there is a pattern to them. (For example INT up materia will not be made from sword or axes.)
■マテリアとマテリガの違い■
Difference between Materia I and Materia IV
HPが上昇する「猛者のマテリア」を例にとります。
Using HP up materia as example here.
猛者のマテリア/マテリラ/マテリダ/マテリガ
HP up materia I/II/III/IV
・上昇効果: HP最大値
Effect: Max HP up.
・マテリア装着可能部位: 盾/胴/脚/足/腰(全5カ所)
Possible location to attach the materia: shield/body/legs/feet/waist (all 5 parts)
・最大上昇合計: +280
Maximum increase total: +280
・マテリガ単体の最大値: +28
Materia IV's maximum effect: +28
生成された猛者のマテリアと猛者のマテリガの違いは、HPの上昇数値に表れます。
例えば猛者のマテリアはHP+5が上限となり、マテリガの場合+28となる、という具合です。
また、猛者のマテリガが生成されるとき、必ずしもHP+28のマテリガが生成されるとは限りません。
HP+24のように「数値の揺らぎ」が存在します。
The difference between materia I and Materia IV will be amount of Max HP it will increase.
For example Materia I is +5 cap while Materia IV has +28 cap.
Also when Materia IV is made, it doesn't mean it is always HP+28.
There are times where HP+24 and such will be made.
■マテリア装着可能箇所と装着/取り外し■
Parts you can attach/remove materias from.
マテリアは以下の全7カ所に装着可能です。
Materias can be attached to the following 7 parts
・武器(主道具/盾)/頭/胴/手/脚/足/腰
Weapon (main tool/shield) / head / body / hands / legs / feet / waist
マテリアが装着されていない武器(主道具)/防具に対して、
どのマテリアタイプであっても、ひとつ装着するときの成功率は100%です。
装着の際には、ギャザラーが獲得する「触媒」となるアイテムが必要です。
マテリアがはまった武器(主道具)/防具から、マテリアを取り外すとき、マテリアは壊れて消滅します。
For equipment which doesn't have any materia attached, no matter what type of materia the first one will succeed 100%.
In order to attach you will need the catalyst item which gatherers can obtain.
When removing the materia from weapon (main tool)/gear the materia will break.
■マテリア効果上限■
Maximum cap for materia effect.
マテリアは全身に複数装備可能であり、禁断のマテリアクラフトによって、
数多くのマテリアが装着される可能性があります。
そのため、各パラメータには「上限値」が設定されています(HP上昇の場合、全身で+280まで)。
For materia craft you can attach to multiple parts, and using the forbidden materia craft it's possible to attach many materias.
For that reason, each parameters have a set "max/cap" (for example Maximum HP cap total is capped/maxed at +280)
■禁断のマテリアクラフト成功率■
Success rate for forbidden materia craft
禁断のマテリアクラフトには、成功率が設定されており、
二つ目のマテリアを装着する場合と、三つ目のマテリアを装着する場合で、成功率が異なります。
さらに、マテリアを装着するアイテムがHQであるかどうかも確率に影響を及ぼし、
マテリガなど強力なものほど、成功率が低くなり、先に装着しているマテリアタイプによっても
確率が変動します。これらはシステム側で計算され、成功率はクラフト実行前に表示されます。
For forbidden materia craft success rate is placed, the rate will be different when attaching the 2nd one or 3rd one, also depending on the item you attach the materia onto being HQ or not will also affect this rate, at same time when attaching Materia IV the success rate will be low and on top of that depending on the type of materia you have previously will also affect the rate. This is all calculated on the system end and the success rate will be displayed before crafting.
■最後に■
lastly,
マテリアクラフトについて、コンセプトと仕様のダイジェストは以上のようになります。
マテリアの効果種類、数値、生成される部位などの情報は、The Lodestoneにて順次公開します。
このように、マテリアクラフトの仕様は複雑で、各装備アイテムから生み出されるマテリア効果は
数が多く、効果の出現部位も確率も異なります。
クラフターの皆さんは、是非LSのメンバーや、他のプレイヤーから「わがままな」依頼を受け、
マテリアクラフトを使った、「見た目と強さ」を兼ね備えたコーディネイトを提案して頂けたらと思います:)
The concept and method for materia craft is as mentioned above.
We will introduce and give more information on the types of materia, amount, or which parts are crafted through lodestone.
Materia craft system is complex and there are many types of materias made from different equipment and rate and effect will vary as well.
For all you crafters, would like it if you can listen to your LS member or other players demands and be able to help them coordinate the looks and power using materia craft.
また、マテリアクラフトは今後も、クラフター/ギャザラーの仕様拡張と共に、拡大していくコンテンツですので、
パッチ1.19以降、皆さんのフィードバックも参考にさせて頂きつつ、今後も開発を続けます!
Also, for future of materia craft, along with improvements to crafter/gatherer we will expand this content, so after hearing your feedbacks after patch 1.19 we will continue to develop this system!
I hope eventually we can acquire materia through other means, such as very rare materia drops. Maybe some of the ultra rare ones could grant subtle auras to weapons, or something.
It sounds like a really in-depth system, looking forward to hearing more about it!
Not sure if i missed it(could be blind). Was there any mention of being able to equip materia to Rare/ex gear? i know we cant convert Rare/ex.
Exactly... I don't feel like limiting myself in party or solo just so I can transform my gear later into materia. Going to have to buy all my materia cause of this >.< No idea why they just didnt use a simple universal currency that builds up as u fight which u can spend on any equipment to transform. Pug's are alrdy pretty horrid, imagine all the people that will run around in crappy gear in parties just so they can get materia from it :S
Is there by any chance we can get a quick confirmation if you can or cannot equip materia to rare/unique gear? The letter says:
That leaves the possibility that you might be able to still equip them (and lose them if you break), which is going to make me smash my head against a wall if my LS members start breaking their Darkhold Gear after failing a 5th slot materia. Resulting in us having to crawl back to the damned place to farm crap all over again.Quote:
You will not be able to turn powerful items, such as unique/untradeable items obtained from notorious monsters, into materia.
EDIT: Ope, Grudgebringer beat me to it.
Just like in 11 where we had Skill up parties.. this will be no different. I guarantee there will be Materia party shouts
nice i will be able to get toad skins and work on spirit bond at the same time.
Also great googamooga at 320 stone variants.
Ya hopefully people stick to those :P But sure a great number will still infest parties just to get their crappy gear into materia lol
@Keftenk
Hoping we can't add materia to rare/ex stuff... that being a huge reason in itself. Think I heard though initially rare/ex stuff stronger then crafted and wont be able to equip cause of this while crafter gear will be top stats if you manage to add 5 materia onto it. Hopefully I'm remembering this right^^ Love it this way and keeps a great balance as well as a good dependence on crafters without making rare/ex stuff useless :D
I really hope we can't too, because it's going to be a pain having to go back to old ass content just to get a item that is better then something in newer content when materia'd up.
Still, a confirmation whether you can socket or can't socket rare/ex would be nice, before I start buying crap before prices jump.
Looking very nice! ^^ I don't like the "low success rate" part...but since there might be added later on some possibilities of both protecting the gear from being destroyed or even actions and stuff to help increasing the success rate, it will just need time to mature enough.
I just hope this is not the the first sign of how FFXIX cash shhop will work...i'd hate ending in a game where cash shop items would become a must have.
From this, under "Attaching Materia": http://forum.square-enix.com/ffxiv/threads/277Quote:
* It is possible to have others attach materia on your behalf, as long as the gear you wish to enhance is tradable.
Also the fact that this is supposed to bridge the gap between crafted gear and NM/Dungeon/Whatever gear by letting you create powerful gear through time and effort. Allowing special Unique/untradeable gear defeats the whole purpose of the system and keeps those items waaaay more powerful than crafted gear.
That doesn't necessarily mean you can't socket it, just can't get others to do it.
I wonder if everything we have will start at 0 spirit or if there is a way for them to read off of how much we have previously used the item before 1.19. I still have my starter gear, and Ive been using my current leather harness for ages ;v
Either way, love the system.
As other have said, extremely rare drops from NM's or something would be awesome. Maybe make it so instead of the memories and your bond to an item, its instead a materia formed from the monsters immense experience and power and its only something that can happen with beings who have surpassed the common spiritual threshold of the living. Aka, only from really strong things, and not from a common bandit.
Edit: I'm totally gonna sink hours and millions into trying to get a harness with like 3 or 4 Dex+ materia on it ;v