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  1. #11
    Player
    Naylia's Avatar
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    Mar 2011
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    Limsa Lominsa
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    464
    Character
    Naylia Petrova
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Alternative approach (only partial solution):

    Gear is not destroyed on reaching 100% attachment. Instead materia is extracted from energy in gear - gear's attachment resets to 0.

    This addresses the problem of wearing NQ gear rather than HQ gear due to loss of the gear.

    However, this does not address the problem that when I want to earn that Fire materia I would be running around in gear that's completely unsuitable since my good gear only generates Ice materia (or whatever).
    (0)

  2. #12
    Player
    Airlea's Avatar
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    Mar 2011
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    Character
    Ryan Di'gosling
    World
    Masamune
    Main Class
    Conjurer Lv 50
    It's just a matter of preference. You obviously feel that we shouldn't have to wear the gear to produce materia. You stated your reasons, that's all fine and dandy. You came to your own logical conclusions.

    That being said, don't dismiss another logical conclusion simply because you disagree with it and think it's "dumb." It's not. It's the most logical scenario, hence why the majority believes that it will be a system in which you must wear gear to turn it into materia.

    I hope they're a bit more creative with it personally. SE loves giving you "quests," that essentially have you kill 300 of ___ mobs or use ____ WS 300 times etc. That's part of why people have come to the conclusion that materia would be similar. There is a precedent.
    (0)

  3. #13
    Player
    Naylia's Avatar
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    Mar 2011
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    Character
    Naylia Petrova
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Peregrine has a very valid point and no one seems to offer any alternatives thoughts. Why not think about this:

    If you have to equip the gear, and use it, to gain attachment, and later materia - what mechanics would lead you to putting your best foot forward and earning the desired materia?

    Why don't you all come up with a system that proves Peregrine's concerns unfounded? I proposed an alternative above...however it is flawed.
    (0)

  4. #14
    Player
    Airlea's Avatar
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    Mar 2011
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    143
    Character
    Ryan Di'gosling
    World
    Masamune
    Main Class
    Conjurer Lv 50
    It's hardly the disaster that Pere is describing. He only knows how to think in extremes. It would be more akin to trial weapons in XI (which he even referenced) in that sometimes people would choose "my goals > the groups," but you have the simple option of not playing with them, kicking them, leaving, etc.

    The "logic," behind his conclusion that it's counter intuitive to effort = reward is flawed as well. This is an MMO. Made by SE. Effort = reward sounds exactly like the kind of grind for points system we had in XI. That was their idea of "effort = reward."

    If the content is difficult enough, people won't be able to gimp themselves for materia purposes during events. If it's not...well...it doesn't matter what they're wearing.

    There's no need to provide an idea for a system to "prove," his concerns are unfounded. That wouldn't prove anything about his concerns...it would only offer an alternative. So...this whole "provide _______ idea or gtfo," needs to gtfo.

    tl;dr He's got legit concerns, just not to those catastrophic degrees.
    (0)

  5. #15
    Player
    Naylia's Avatar
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    Character
    Naylia Petrova
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    I wasn't saying gtfo...I was saying why not have a constructive discussion and build a system as a community. All folks do here is tear SE and each other down in most threads with few people ever offering a constructive idea.

    If you acknowledge that he has legitimate concerns, then why not try and address them while simultaneously giving the dev team food for thought.

    While it may not matter at the end of the day to your actual play - until we truly have difficult content, or stats that matter, or both. It is interesting to discuss how to create positive synergies or reinforcing loops in the game, rather than creating many systems with different conflicting goals, potentially impacting everyone's enjoyment of the game.
    (0)

  6. #16
    Player
    Airlea's Avatar
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    Mar 2011
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    143
    Character
    Ryan Di'gosling
    World
    Masamune
    Main Class
    Conjurer Lv 50
    Peregraine is nothing but an instigator on these forums. That's why no one wants to contribute. Go back a page and read the responses he posted. All he does is attack anyone that disagrees with him and calls them dumb or a bot. It's pointless. We can't have a civil and productive thread when the OP is completely illogical and constantly looking for a reason to talk down to someone.
    (0)

  7. #17
    Player
    Naylia's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Naylia Petrova
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Alternative approach to attaching materia 2:

    The fashonista's get their way and we are given the ability to have stat gear and fashion gear. Fashion gear slots gain attachment, stat gear does not...
    (0)

  8. #18
    Player
    Radaghast's Avatar
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    Mar 2011
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    257
    Character
    Valkyra Gratia
    World
    Excalibur
    Main Class
    Fisher Lv 33
    Having to wear the gear to turn into materia is bad design period. This is assuming it's what we think it is and you get points by sping in the gear you are using.

    Sure you might have "materia groups", but in regular sp groups (if they ever happen regularly) it's going to be dumb. Everyone is going to insist on wearing at the very least two sub optimal pieces of gear for materia conversion. And why not? Who wouldn't want to try to get away with as much as they can while sping and kill two birds with one stone.

    Game features that reward failure is bad design. It doesn't seem SE can wrap this around their heads. Just make it so you can disenchant the item and even require a catalyst or lightning cluster to do it. Quality of the item and it's level determine quality of the materia. Keep it simple, stupid.
    (1)
    Last edited by Radaghast; 06-15-2011 at 06:10 PM.
    Where the horsebirds at?!

  9. #19
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    Quote Originally Posted by Naylia View Post
    Alternative approach (only partial solution):

    Gear is not destroyed on reaching 100% attachment. Instead materia is extracted from energy in gear - gear's attachment resets to 0.

    This addresses the problem of wearing NQ gear rather than HQ gear due to loss of the gear.

    However, this does not address the problem that when I want to earn that Fire materia I would be running around in gear that's completely unsuitable since my good gear only generates Ice materia (or whatever).
    The primary, inciting event that led to the materia system is to give crafters something to do with their glut gear production, so gear destruction is a required component.
    (0)

  10. #20
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    Quote Originally Posted by Airlea View Post
    It's just a matter of preference. You obviously feel that we shouldn't have to wear the gear to produce materia. You stated your reasons, that's all fine and dandy. You came to your own logical conclusions.

    That being said, don't dismiss another logical conclusion simply because you disagree with it and think it's "dumb." It's not. It's the most logical scenario, hence why the majority believes that it will be a system in which you must wear gear to turn it into materia.

    I hope they're a bit more creative with it personally. SE loves giving you "quests," that essentially have you kill 300 of ___ mobs or use ____ WS 300 times etc. That's part of why people have come to the conclusion that materia would be similar. There is a precedent.
    And that precedent is more 4/10 content ****. Logic, in this case, is a rut of low-quality gaming.
    (0)

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