Materia: A Matter of Mystery (08/26/2011)
[dev1017] Materia crafting system
Links above.
Very interesting read. I'm really excited about this system.
Materia: A Matter of Mystery (08/26/2011)
[dev1017] Materia crafting system
Links above.
Very interesting read. I'm really excited about this system.
Incoming alot ofgrindingspiritbonding after 1.19 is released :(!
Thumbs down to the new crafting system.
The Illuminati is real! D:< and its a bunch of stuck up gobbies D:<!!!!!
I'm actually psyched too, assuming there are tough (tough == really hard) mobs to accompany it.
I'll be living in a materia world, and I'm a materia girl*
*dude
This sounds great! and just what the games needs, im looking forward to it. But im wondering if we will get more inventory and storage space too on this patch because we are going to need it for the:
Different materia types
Different grades of each materia type
Different types of catalyts for each materia
Materia grinding gear (for materia parties that are sure to start up for the rank 50s)
As well as your main gear you want to attach materia to
This is going to take up a lot of space that is already pretty tight as it is now.
Expect people to complain because almost all low tier NM/Dungeon drops are Untradeable.Quote:
* It is possible to have others attach materia on your behalf, as long as the gear you wish to enhance is tradable.
And non-HQ too :p
With how gear is permanently lose upon conversion to materia, alot of gears is going to made which means alot of raw materials is going to be sold, and midrange NMs will be popular once again because they drops alot of craft-able gears along with their NM gear for the returning players.
Alot of win imo.
Now we only need confirmation regarding the possibility to convert untradeable/unique gear, if its possible, people will be returning to Dzemael Darkhold alot.. again win win.
So if I read right, you can attach materia to gear for the first time risk free, but subsequent tries get harder and harder.
"However, the success rate progressively decreases with each subsequent piece of materia. A failed attempt to attach materia will result in the loss of all items involved in the process, barring the key item."
If you fail a subsequent try you lose the materia AND the gear? Seems a bit harsh, although a penalty is necessary to stop overpowering gear I suppose, hmmm. I can't think of a better way although I wish there was - any thoughts or ideas on this anyone?
My final thought on the matter is that it is not entirely balanced with regards to non-tradeable items and materia. When they raise the cap it was said that not all crafts will be able to levelled to the same rank - much like FFXI all crafts could get up to 60 was it? and only one to 100 (or 40 levels above 60 between all crafts). Anyway, my point is lets say they raise the cap to 70, and you can get one craft to 70 and all the others stop at 50. You then want to modify a piece of gear that requires Carpentry 68, but you chose to take Weaver to 70, and the item is not tradeable. Does that mean you will never be able to modify this item?
I'm not hating, although I didn't really want this system I appreciate a lot of people did so I am willing to give it a go; I am just pointing out a couple of questions that immediately came to mind.
Would this line refer to unique, untradeable equipment and weapons?Quote:
* Certain gear cannot be converted into or enhanced with materia.
This would be to harsh if you lose the gear as well. Loseing all the materia on the gear if you fail is fine but not losing the item also. Who would risk adding multiple materia to some really rare item with the risk of loseing everything. This will just be hated and make players frustrated.
Loseing all the materia is enough tbh.
Destroying unique/non-tradeable gear will gives r25/r50 dungeons a purpose again, many people right now have already gotten everything from those dungeons and has no reason to go back, this might be the solution.
It sounds harsh to destroy a hard earned gear, but no one is telling you to imbued it with materia, it's all about option, a gear such as Kokoroon's Chainmail which gives acc+5 and then addition of some acc+ materia is going to be one hell of an armor.
Oh God, i hope no.. maybe they don't let you convert accessories slot! *FINGERS CROSSED*
I believe it's been confirmed that other players can attach materia for you with out having to trade. Much like the repair items function, hoever the UI hasn't been shown.
Materia: A Matter of Mystery
@ very bottom:
Does anyone else get that "Summons!" feeling I have? :DQuote:
The Dark Side...
Much remains unknown about materia and its full potential. There are dark whispers, however, that tell of a forbidden branch of the craft that leads to power beyond imagining…but only at great cost.
Ah I see. Perhaps the Devs are thinking that if the materia system turns out to be really popular, then people won't be able to keep up the demand over so many materials. Having the system simplified allows there to be more gear on the market and allow crafters can keep up with the demand with little down time of having make/find certain parts and etc.
Also with 4 game topics in one day, I wonder if 1.19 may be released a bit earlier like mid-September?
I am just arrive from work and I still confused, so we can attach materia again and again to one equipment? or we can do attach>convert>attach>convert?
Really? I did read this line in the latest post that seems to contradict that unless this is a case of a repair menu as you say but just for tradeable gear. Which would solve the issue I mentioned before with regards to possible future rank caps.
Quote:
* It is possible to have others attach materia on your behalf, as long as the gear you wish to enhance is tradable.
Indeed. Went to sleep expecting information, and what do I get in return? Information!!! Now do you understand why the crafting system as whiner's have portrayed it has been "dumbed" down? Imagine getting enough spirtbounding points on a piece of gear? (an example a doublet), when you get the materia for it what do you think happens? You obviously lose the body, after this you need a new body to wear no? so after this you either a. craft a new doublet, or b. have a friend create one for you, which will be easier to do... imagine having to do all that and going through 15-16 steps, then supposedly having a risk of breaking also. So long parts..
Here you go, I think the third question answers yours.
Quote:
Originally Posted by Bayohne
I am absolutely loving this system, it sounds like true endgame for crafters. I had my doubts that they could deliver such a thing and yoshi said they would, well here it is.
Attaching materia to items gets harder and harder. And anything past 1 is high risk and even more risk the farther you go into the dark side. Can't wait to try this out.
I would not be suprised if untradable gear could not have materia attached. If they encourage the min/maxers to lvl every craft to cap in order to power up all your untradable gear it seems like a bad idea. Especially when they are in the process of removing the benefit from lvl'ing all classes with the future introduction of jobs.
And so my quest begins to destroy all my armor in search of HP materia.....
That will be a interesting way to optimize your Gear. If you can attach up to 5 Materias, i see some seriously strong Items coming along. That is so Final Fantasy VII...will we get Summons via Materia, too? XD
making gear over and over and over no thx.
I honestly hope that they are not going to make it so that if you go bust on a materia enhancement you lose the gear on top of whatever materia that you have already successfully attached to the item.
Here's the situation that is going to play out. Let's say Fafnir get's added to the game and will drop the double attack sword Ridill. Everybody who can wield that sword is going to have dreams of adding 5 pieces of materia on top of it. People involved with endgame LSs are going to have to watch and people continuously explode the sword while they try and go for the 5 materia mega sword. I hope that maybe something was lost in translation here and we just need a bit of clarification because this would just cause more problems then it's worth.
Overall I think the system they've worked out with crafting and materia is awesome. I just hope that little detail there is not actually true.
Ok folks, here it is:
Reading Comprehension 101 - "Oh, I get it now!"
Quoting [dev1017] post. Attaching Materia
Attaching materia requires the “materia melder” key item, an apparatus which can be obtained via a quest available to Disciples of the Hand level 18 or above (with the exception of culinarians and alchemists). The apparatus allows players to attach one piece of materia per item.
Players who have met certain requirements can obtain the more advanced ”augmented materia melder,” which allows the attachment of up to five pieces of materia per item. Players can never fail to attach the first piece of materia. However, the success rate progressively decreases with each subsequent piece of materia. A failed attempt to attach materia will result in the loss of all items involved in the process, barring the key item.
I hope I made this clear enough for you.
You take the risk, you could end up with nothing. Even the simplest of MMOs have a system like this. Get used to it.
I would like to see more info about this, and more details about the penalty in the process, but definitely this will bring more player back. We are just getting a little introduction to the materia crafting in 1.19. In 1.20 they did mention the materia will be taking it shape and form to what really it meant to be. Hurray for 1.119.