Page 1 of 2 1 2 LastLast
Results 1 to 10 of 207

Hybrid View

  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    362
    Only SE can make a design for punishing someone for hard work.
    (12)

    Quote Originally Posted by GreatLeviathan
    Prolly live in their mommy's basement playing the game 23/7.

  2. #2
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    Quote Originally Posted by ApplePie View Post
    Only SE can make a design for punishing someone for hard work.
    Huh??

    Its called risk versus reward. The rewards of several materia on the newer high end crafting gear is insane. Thus to add the percentage of success becomes more limited.

    It is not an issue with SE here, its an issue with your logic, thought process, and outlook one this.
    (60)

  3. #3
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by ApplePie View Post
    Only SE can make a design for punishing someone for hard work.
    Balance. For example, did you honestly expect to be able to stack 3 + 20 STR materia on something with absolutely zero risk?
    (25)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    362
    Quote Originally Posted by Jennestia View Post
    Balance. For example, did you honestly expect to be able to stack 3 + 20 STR materia on something with absolutely zero risk?
    No, but an 18.95% chance on adding a second tier four on a tier four slotted item is ridiculous. With that math, it should tell you 0% when you try to add five tier 4! How is it possible to succeed on a zero percent chance? K
    (1)

    Quote Originally Posted by GreatLeviathan
    Prolly live in their mommy's basement playing the game 23/7.

  5. #5
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 96
    Quote Originally Posted by ApplePie View Post
    No, but an 18.95% chance on adding a second tier four on a tier four slotted item is ridiculous. With that math, it should tell you 0% when you try to add five tier 4! How is it possible to succeed on a zero percent chance? K
    But it isn't a zero percent chance. It's just very very low. It falls at an exponential rate.
    A higher risk will yield a higher reward and a weapon with +140 Strength will be one of unequal value.
    (18)

  6. #6
    Player

    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    5,019
    Quote Originally Posted by Gramul View Post
    But it isn't a zero percent chance. It's just very very low. It falls at an exponential rate.
    A higher risk will yield a higher reward and a weapon with +140 Strength will be one of unequal value.
    but but but
    i should be able to have +140 str on my weapon with no risk!
    (12)

  7. #7
    Player
    IStolzI's Avatar
    Join Date
    Jul 2011
    Posts
    202
    Character
    Stolz Phoenix
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by ApplePie View Post
    No, but an 18.95% chance on adding a second tier four on a tier four slotted item is ridiculous. With that math, it should tell you 0% when you try to add five tier 4! How is it possible to succeed on a zero percent chance? K
    The game is balanced for ppl having one gear in each item. if it was easy to get 2 or 3, the game would be easier than it already is.
    (0)

  8. #8
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    Quote Originally Posted by Jennestia View Post
    Balance. For example, did you honestly expect to be able to stack 3 + 20 STR materia on something with absolutely zero risk?
    Another option that doesn't make it quite such a painful and pointless endeavour (I say pointless because I don't expect even a small percentage of the most elite to bother when it goes down to 2%) is to reduce the power of individual materia as well as the ridiculous failure rate, but increase the number that can be added. That way, not only would people be more willing to risk putting in materia (and it would still be very unlikely to max out the materia of the item because there'd be more opportunities for it to fail), but materia-socketed items wouldn't totally dominate non-socketed dungeon rewards etc without any kind of risk to it at all.
    (0)

  9. #9
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 96
    Quote Originally Posted by Sephr View Post
    Another option that doesn't make it quite such a painful and pointless endeavor (I say pointless because I don't expect even a small percentage of the most elite to bother when it goes down to 2%) is to reduce the power of individual materia as well as the ridiculous failure rate, but increase the number that can be added. That way, not only would people be more willing to risk putting in materia (and it would still be very unlikely to max out the materia of the item because there'd be more opportunities for it to fail), but materia-socketed items wouldn't totally dominate non-socketed dungeon rewards etc without any kind of risk to it at all.
    Lower the risk and reward? How boring. No thank you.
    Materia is there to give core players something to commit to, something for them to get excited about. Something that will require countless hours of high risk dedication where the rewards are far greater than anything else the game has yet to offer.
    (13)

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    Quote Originally Posted by Gramul View Post
    Lower the risk and reward? How boring. No thank you.
    Materia is there to give core players something to commit to, something for them to get excited about. Something that will require countless hours of high risk dedication where the rewards are far greater than anything else the game has yet to offer.
    There's a difference between high risk and totally ridiculous 2% chance of achieving the desired result. All my suggestion did was spread it out into smaller increments so that you don't have such a drop off between one materia and any more at all. The point being that very, very few people will even bother trying to get any more than one socketed, especially if we have verticle development in gear in the future as opposed to horizontal.

    I don't see how that's more boring? If anything for the 'elite' it would provide opportunity to more accutely control your stats, as opposed to simply picking basic hard hitting materia being as the risk of losing something for the sake of some customisation is so high.

    Your romanticised version is lovely, but the reality is VERY few people (as in, a fraction of even the elite) are going to bother even trying to invest so much time and effort to get to the final materia because it relies so heavily on RNG and the chances of succeeding are ridiculous.

    Edit: AND my point was a suggestion to help keep gear coming from adventuring in dungeons relevant despite the fact that craftable gear is more powerful now (and I like that craftable gear is good, I don't think materia should be socketed to dungeon gear, it just needs balancing imo, it should be at a point where some risk is required to make materia gear match it), but adventuring and getting rewards when you could be grinding materia is sooo boring right?
    (2)
    Last edited by Sephr; 10-10-2011 at 04:13 AM.

Page 1 of 2 1 2 LastLast