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Thread: Relic Weapons?

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  1. #1
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    What if it wasn't a currency but the weapon gained experience as you used it. It would make exploitations to acquire it impossible (at least any that I can think of). Maybe it could be special exp gained only in dungeons or something like that to make the exp more rare. And to make sure no one starts making a lot to sell, they should be bound to the character. Of course this should start after some epic quest to get it, and maybe to get the final form you have to fight a really hard boss. Possibly one on one, with the boss set to each class (so that healing and support classes don't just fall over in five seconds) so that it is a true test of that player's skill.
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  2. #2
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    Quote Originally Posted by RemnantWolf View Post
    What if it wasn't a currency but the weapon gained experience as you used it. It would make exploitations to acquire it impossible (at least any that I can think of). Maybe it could be special exp gained only in dungeons or something like that to make the exp more rare. And to make sure no one starts making a lot to sell, they should be bound to the character. Of course this should start after some epic quest to get it, and maybe to get the final form you have to fight a really hard boss. Possibly one on one, with the boss set to each class (so that healing and support classes don't just fall over in five seconds) so that it is a true test of that player's skill.
    I like this idea too, maybe they could make dungeon to get the base. Once you have that you have to go get a load of exp on it, then do some quests and tests like slay every NM in the game with the weapon. I don't know but it has to be something that is not easily obtainable for the base weapon and then keep their final form rare. Exp might not be the best thing in this case then, I just don't know anymore ; ;
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  3. #3
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    MeowyWowie's Avatar
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    Quote Originally Posted by RemnantWolf View Post
    What if it wasn't a currency but the weapon gained experience as you used it. It would make exploitations to acquire it impossible (at least any that I can think of). Maybe it could be special exp gained only in dungeons or something like that to make the exp more rare. And to make sure no one starts making a lot to sell, they should be bound to the character. Of course this should start after some epic quest to get it, and maybe to get the final form you have to fight a really hard boss. Possibly one on one, with the boss set to each class (so that healing and support classes don't just fall over in five seconds) so that it is a true test of that player's skill.
    This would be a nice addition to unlocking the weapons. As long as the base weapons aren't DMG-1 Delay-999 lol. Also bosses (multiple) go without saying. They should be extremely tough and require full or multiple alliances (assuming we'll be able to alliance in the future.)

    Thinking a little more about rare/ex currency, there could be ways to make it work while still being able to buy them. If raids/dungeons has optional bosses in them that sold you a certain amount of currency within the raid I think it could work. Perhaps limit the amount available per purchase, per person, in relation to your progress or speed. Regardless, there definitely has to be another way to get currency than just having it fall into your inventory.
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  4. #4
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    Quote Originally Posted by RemnantWolf View Post
    What if it wasn't a currency but the weapon gained experience as you used it. It would make exploitations to acquire it impossible (at least any that I can think of). Maybe it could be special exp gained only in dungeons or something like that to make the exp more rare. And to make sure no one starts making a lot to sell, they should be bound to the character. Of course this should start after some epic quest to get it, and maybe to get the final form you have to fight a really hard boss. Possibly one on one, with the boss set to each class (so that healing and support classes don't just fall over in five seconds) so that it is a true test of that player's skill.
    I'd say cut out the monotonous fat (getting exp on the weapon) and just have a long series of really tough boss fights. Just slaying the monster is enough, no dumb random drops required. Actually having cut-scenes playing out some lore behind the weapons would be awesome too.

    Or maybe instead of raid exp to upgrade the weapon, do something like Phantasy Star Online's challenge mode. That challenge mode was my single most favorite thing about that game. Basically it would involve special, more challenging versions of raids.

    I would just prefer something that is difficult to get, not monotonous. And especially nothing dictated by random chance (currency drops) or the number of hours you can play the game.
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  5. #5
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    Sylkis's Avatar
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    Just a reminder:

    Quote Originally Posted by Kristina_Farron View Post
    Materia craft are planned to be the route to the most "uber" gears. Which means the planners will let [materia buffed gear] > [NM dropped gear].
    -Famitsu Connect-On magazine interview

    And I don't see them making slots for relic weapons, that just seems too much.
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  6. #6
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    Quote Originally Posted by Sylkis View Post
    Just a reminder:


    -Famitsu Connect-On magazine interview

    And I don't see them making slots for relic weapons, that just seems too much.
    I think Relic Weapons would be an exception to that rule or did you just mean you wouldn't be able to add materia on top of it?

    The whole point of them is that they are the Ultimate Weapon for your Job and as such have huge requirements to be fulfilled in order to get one. They have to huge otherwise everyone would have one and then all other weapons would be pointless and as much as everyone would probably want one the reality is that only a small percentage would actually be able to achieve it.

    So with that how could they implement them, have a fair system in place to earn one but still meet the requirements of what a Relic Weapon is supposed to be?
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  7. #7
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    Quote Originally Posted by AlexiaKidd View Post
    I think Relic Weapons would be an exception to that rule or did you just mean you wouldn't be able to add materia on top of it?

    The whole point of them is that they are the Ultimate Weapon for your Job and as such have huge requirements to be fulfilled in order to get one. They have to huge otherwise everyone would have one and then all other weapons would be pointless and as much as everyone would probably want one the reality is that only a small percentage would actually be able to achieve it.

    So with that how could they implement them, have a fair system in place to earn one but still meet the requirements of what a Relic Weapon is supposed to be?
    IF they want to stick to their original plan , they would have to make it revolve around materia.

    My idea:
    Make it so that you can get a incomplete version of the weapon (like tarred and vintage items). Then to upgrade it, you have to have very high quality materia or have a set number of materia required to be slotted (chance to fail on multiple). The upgraded version becomes "vintage" which gives stats beneficial to that class/job.
    If this is not time consuming enough, make it so that only you can gather/craft/slot the materia.

    Personally, I liked SE's idea of "bringing out the flavour of each type of weapon". I think this means that attributes such as "slash" , "blunt" etc have a greater effect, so that some weapons are better in certain situations. I don't want to hold onto a weapon that owns all (which then becomes trash when the level cap increases).
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