Sounds annoying and unnecessary, I really don't like this. The last part that says "high risk failure" just makes it even worse.
Please don't implement it.
Sounds annoying and unnecessary, I really don't like this. The last part that says "high risk failure" just makes it even worse.
Please don't implement it.
From how they state it, the 'high risk failure' part is only for the special double slotting of Materia into equipment, and is likely naturally not something you do all the time, but only try for when you have the best chance possible, and on gear you really want to keep.
Beyond that, the normal, everyday slotting of Materia was stated to have no failure chance whatsoever.
And besides, nothing says that you 'must' spend your days grinding out the creation of Materia. They seem to develop throughout your normal play experiences, and from there it would be no more difficult to get the Materia crafted into an item then it currently is to get an item crafted.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste
The only positive here is that it doesn't seem like gear with materia on it is sellable. Otherwise you're going to see stuff like "WTS Iron Longsword +5 (as in, 5 STR materia successfully attached to it), 12 mil" or something like that. Enchants per L2 made pricing very very stupid.
Right, because SE already made that full length FFVI motion picture, and all those sequels and prequels that conveniently seem to come out the moment SE has an economic flub.See how easy this is? You should quit while you're ahead.
Last edited by Duelle; 06-02-2011 at 10:23 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
You guys remember skill up parties in FFXI, right?
Well here they are again. That simple.
Also, gatherers are in THE highest position of power. No catalyst = no materia grafting, and who are the only ones who can collect catalysts again?
No way. They would shoot themselves in the foot by not AVOIDING grinding and farming for this system. It's poor game design, and archaic MMO content.
Just because gathering mats are required doesn't mean the gatherers who gather them will mean anything. See: the current crafting system in its entirety where gatherers are treated like common ants because their products are so oversupplied and common.
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.
At the end of the day it simply sounds like you're gonna have to work more after a certain threshold to attain better results.
In other words to apply two materia into equipment, you not only need to gather two materia but also due to the added value may need to work further to see the results. It's not a linear curve for effort/reward, but until we see exactly what is lost after a failure and what the rate is we won't know just how much the required effort goes up in the process.
I guess there could have been better ways to handle this, but as long as we don't have to deal with the craziness that is upgrading equipment in Korean MMO's (which can go up to +7 quality with .5% success rate...) this should be fine.
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