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  1. #1
    Player
    Nixius's Avatar
    Join Date
    Jul 2011
    Posts
    150
    Character
    Riyuna Nixilus
    World
    Shiva
    Main Class
    Paladin Lv 80
    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.
    (4)

  2. #2
    Player
    reci's Avatar
    Join Date
    Mar 2011
    Posts
    33
    Character
    Reci Sfica
    World
    Ragnarok
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Nixius View Post
    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?
    seems to me that losing all the attached materia is a strong enough penalty.... no need to loose the gear too.
    (2)

  3. #3
    Player
    Join Date
    Mar 2011
    Location
    リムサ ロミンサ
    Posts
    1,084
    Quote Originally Posted by reci View Post
    seems to me that losing all the attached materia is a strong enough penalty.... no need to loose the gear too.
    I think this is gonna make up for the fact that HQs are going to be 100% when you have all HQ materials. Imagine having a HQ with 5 materia attached, that's gonna be one powerful weapon.
    (4)

  4. #4
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Sonic_the_Hedgehog View Post
    I think this is gonna make up for the fact that HQs are going to be 100% when you have all HQ materials. Imagine having a HQ with 5 materia attached, that's gonna be one powerful weapon.
    Hi Sonic,

    Yah! I agree.

    I'm shocked and pleasantly surprised that they're now allowing us to attach up to 5 (FIVE) Materia to 1 Weapon! Wow.

    I wonder if that's the "Forbidden Technique"?

    I always figured it was 1 Materia Attach, and the "Forbidden Technique" was allowing you to attach a 2nd one.

    Maybe it'll be 1 Guaranteed and Forbidden Technique for #2, 3, 4 and 5 attachments? Interesting.
    (1)

  5. #5
    Player
    Kyra's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    384
    Character
    Kyra Narese
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Nixius View Post

    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?
    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.
    (3)

  6. #6
    Player
    Delmontyb's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,335
    Character
    Brin Zalazar
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    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.
    (1)
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  7. #7
    Player
    Etienn's Avatar
    Join Date
    Jun 2011
    Posts
    196
    Character
    Link Swei'ul
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Nixius View Post
    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.
    concerning carp, that is the reason you may need a alt account, if you really need carp at 68+ that is what another char or account is for.
    (0)

  8. #8
    Player
    Geesus's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    1,122
    Character
    Geesus Ravenheart
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Nixius View Post
    "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?
    I'm not totally sure but a lot of this sounds like the way you could add these stones in Aion to boost stats of your gear. Same concept, probs stolen from previous FF games with Materia but it worked like this. You tried to use the stone to boost stats. Lwr grade stones were easier to add with little to no failure. The more you tried as is the case here, the lower the chance of success. If you screwed it up, u just lost the stones (materia for us) not the gear. Your gear just went back to it's standard self and you could try again. That's how I read it but, I could be wrong.

    Either way, I like this addition.
    (0)