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The Materia Slot Thread
I looked, but have not seen a thread discussing the slotting aspect of the newly proposed "Materia" system.
I see the following mechanisms for slots being available on gear:
- Quest Rewards
- Company Rewards
- NM Drops
- Crafting
If anyone has additional ideas for slotted gear, please post it and I'll update.
Now let the discussion begin! :D
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This post I would like to expand on the possible interactions of crafting and materia slots.
Option 1: Items with intrinsic slots
This option would see the introduction of new synthesis recipes for new item types that specifically have materia slots as a part of the basic item result. This is a simple system, and could well serve as a basis for option 2.
Option 2: HQ results in additional materia slots
The existing HQ system has a number of deficiencies.
First, the connection between synthesis quality and HQ result is very weak. While this is necessary to avoid saturating the market with +3 items, it is still an unsatisfactory system, as the player does not feel rewarded for the effort put into the synthesis.
Second, an HQed item is essentially useless in 85-90% of situations. HQ weapons and tools are always useful. HQ armor is only of use to people that make use of defensive stats (i.e. tanks and soloers). HQ jewelry is useless, as the defensive stat increase is entirely negligible. HQ garb is entirely useless for gatherers and crafters.
Proposal: Replace the existing HQ system with a materia slot system (notional system)
The goals of the new system are :
a) Preventing oversaturation of materia slotted equipment
b) Give players incentive for skillful crafting with less randomness
c) Clear Risks vs Rewards
Overview:
1) Parts can be created with materia slots
2) Parts with slots are combined to create items with materia slots
3) Slotted items and parts have increased difficulty (higher rank) and require a certain quality in order for the materia slots to be successfully created
The details:
1) Creating slotted parts
Any part that can be crafted can also be created with materia slots. To add materia slots, a Deaspected Crystal is added as a part of the synthesis recipe. More than one crystal can be added (two max). Each crystal added increases the recipe rank by 5, and requires 300 additional quality for the slots to be created. Failure to achieve the required quality results in no slots created (Risk vs Reward)
Example 1: Iron Gladius Blade, 2 Deaspected Crystals added. Synthesis rank is increased from rank 38 to rank 48. 599 or below Quality results in no slots created, 600 or above Quality results in two materia slots created.
Example 2: Toothed Falchion Blade, 1 Deaspected Crystals added. Synthesis rank is increased from rank 49 to 54. 300 Quality is required to achieve part with one materia slot.
2) Creating slotted items
Slotted items are created by assembling slotted parts. Materia links are created by adding additional Deaspected Crystals during item assembly. Each materia slot in the assembled weapon adds 2 ranks to the synthesis difficulty and and requires 100 Quality. Each materia link in the assembled weapon adds 3 ranks to the synthesis difficult and requires 200 Quality. Failure to achieve the required quality results in no slots created.
Example 1: Iron Gladius, using three parts and two materials. Materials can have plus attribute to provide additional starting quality. Each part with one materia slot, one additional Deaspected Crystal used to create Materia link. Materia slots / links add 9 ranks to difficulty, increase synth from rank 25 to rank 34. Requires 500 Quality to create item with three materia slots and one materia link. 499 or less Quality results in a normal Iron Gladius.
Example 2: Toothed Falchion. Use two parts with one materia slot each, no link. Synthesis rank is increased from rank 50 to rank 54. Requires 200 quality to achieve item with two materia slots. 199 or less Quality results in normal Toothed Falchion.
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The numbers used are notional; the concept of replaced the HQ 'plus' system with materia slot creation is my key goal.
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We had a thread but it fell off the first 100 pages it seems.
http://forum.square-enix.com/ffxiv/t...Materia-System
Your ideas go a bit more in-depth I think though.
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I like your basic theory. I would also like to see, HQ synths gaining more Materia Slots. For example, Iron Gladius using 2 Deaspected Crystals would make a weapon with 2 Materia Slots. The Iron Gladius +3 Made with with 2 Deaspected crystals would be 5 Materia Slots.
Either that or Certain gear has a certain amount of slots when created. HQ versions increase that number of Materia Slots by the HQ value. This would create the need for different sets of gear, for example
Vintage Haubergeon - 1 Slots Static
Templars Haubergeon - 2 Slots Static
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god I hope they dont make this complicated like colored armor -.-
"original item" + "item/s to add a slot" = slotted item
"original item" + materia = item with materia in it
I do agree that HQ should add more slots
this is all that needs to be done.
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My only feelings on this subject is that I hate the term 'Materia'. I hated Yuffie. She was a Materia stealing wench. Calling it Materia will only remind me of this fact.
In all seriousness, I really do hate 'Materia'. Please think of another name for the new system. >.<
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I vote for Materia being real Materia. And since they already said Job Abilities are going to come through quests, I vote for it being Materia, that you can get crafted into armor so you can equip it. Just like FFVII.