OMG! there are crazy people that can't accept change ( to better gaming experience ).
/sigh
oh yeah your totally right. if i recall they originally wanted to fix stats in 1.18 a while back but are now delaying it to 1.20...?
stats are the number one things keeping me from the game. i need what im wearing and doing to matter more.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
I've seen a lot of people questioning the decision the devs made to lose the base item if the attempt to slot 2+ materia fails.
Let's step back and look at this from a systemic viewpoint, before looking in detail at how it will affect an individual player.
1) The materia system adds a sink for NQ items. By converting NQ gear into materia, excess NQ items can be drained from the economy. However, this only works if materia has value. This remains to be seen, but looks to be the case.
2) However, the raises the specter of the materia market quickly saturating. Thus, a mechanic that allows excess materia to drain from the system is introduced. By allowing up to five materia, with decreasing chances of success, and loss of all materia on failure, these attempts to achieve 3, 4 or 5 materia will drain excess materia. If materia gets too plentiful, and prices drop, people will buy them up and burn them attempting a highly-slotted piece of gear. This prevents materia saturation.
3) However, the HQ item market has no sink in this system. That is, once an individual player acquires an HQ item, there is no incentive for the same player to ever acquire another of the same HQ item. Once every player (that wants one) acquires the HQ item, the market for that HQ item stagnates. By introducing the mechanic that the HQ item is lost if failing to slot 2+ materia, the same player has a motivation to acquire additional HQ items. This prevents the HQ item market from stagnating until all said players have HQ items slotted with five rare materia.
Now, to look at the situation from the individual player's perspective.
I understand that many players want to go straight to "best gear", but this doesn't provide much longevity. Instead, this system promote an "incremental" approach to gear improvement.
1) A starting player can begin by purchasing an NQ item, and customizing it with a single materia. This is cheap, and 100% guaranteed.
2) Having this item, the player can buy another NQ item, and then attempt to slot it with 2 materia. If the 2nd materia fails, the player has lost some gil / time, but still has the original weapon. However the probability of 2nd materia failing is low, so two attempts are nearly certain to generate an improved item.
3) Eventually, the player buys an HQ item. Now, the player must assess the HQ item with the best materia they can add, against their current NQ item with "x" materia. Given that current +3 items essentially have the equivalent of three materia (+attack, + accuracy, + critical for weapons) (+def, + m.def, + eva for armor), an HQ item with 1 materia is roughly equivalent to an NQ item with four materia. Thus, the player may take the small risk to attempt to slot a 2nd materia into the HQ gear or not.
4) If the player sees a second HQ item come available for a reasonable price, she can buy it, and attempt to slot 1 or 2 more materia then is in her current HQ item (depending on her risk tolerance).
Conclusion
The system provides sinks for NQ gear, HQ gear, and materia. It promotes an incremental growth model for gear development, contrasted to the current "wait and go straight to the end" model that is currently in force. Ultimately, it's success/failure will depend on how the community ends up utilizing it.
I really need to find this reference. I recall reading (from a dev source) that HQ items would have no advantage when converted to materia, compared to the NQ version of the item.
Finally tracked down the link: here
Key portion, direct from Yoshi-P (well, with Bayohne translating it):
When turning weapons/armor into materia, it will not matter if the weapon/armor is HQ or not.
Last edited by Amineri; 08-27-2011 at 06:28 PM. Reason: FOUND IT!
Amineri, I really didn't like the idea of gear being destroyed either. But after reading your post it really does make a lot of sense. I think what you wrote is exactly what they are aiming for and will stimulate all portions of the economy.
Well said Amineri! 1000% agree with your post, people need to start looking at the bigger picture instead of their individual potential losses.
In another tread we already determined that quote means that you turn NQ or HQ into materia, it doesn't state that materia made from HQ items will be lower, the same, or higher than materia made from NQ items. So we have to wait for more info on that.I really need to find this reference. I recall reading (from a dev source) that HQ items would have no advantage when converted to materia, compared to the NQ version of the item.
Finally tracked down the link: here
Key portion, direct from Yoshi-P (well, with Bayohne translating it):
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