Dying and materia should simply be an optional thing for any player to use to customize or improve his or her gear.Also:
The only way you could attach materia to untradeable gear is by doing it yourself. This would restrict materia equipped gear to those who have 1) the gear itself, 2) the approprate job high enough to use it, and 3) the appropriate crafting job high enough to meld it.
It locks out a decent portion of the population from owning a single piece of lvl ~50 gear, much less multiple pieces.
To add materia to undtradeble gear would require a whole new system by which a crafter could attach materia to gear that remains in another persons inventory. They may implement a system like this in the 2.0, but I don't think they are going to drop everything to do it now when Yoshi-P has clearly stated his intended design for the hierarchy of gear.
Last edited by Zantetsuken; 12-03-2011 at 02:27 AM.
Look, when crafted gear dominates a game all it does is destroy the content with any drop items. That's usually the end game content. What is the point of a player working their ass off for a single item if the item they bought or crafted is already much better? There is a place for crafting, and if you look at my posts regarding ifrit dropping horn that is crafted into weapon, or addition of something similar to cursed gear in 11, you would then be able to remove your head from your ass and realize that i'm not against crafting, i'm against it being the most powerful class in the game. I want to see mat drops or combination of drop and crafted items, it's a good system, but most combat players, say fuck you uppity crafters, by the way, i'm sick of this fucking train wreck called 14.
No it doesn't. Accuracy rings from FFXI didn't kill end-game content, nor did Hauergeon's and Scorpion Harnesses and they were better than a lot of gear you could obtain from BCNMs and even sky in some instances (better WS gear). Crafted gear (more specifically, highly infused 3-4 slot gear) is what dominates dropped gear. Raid gear can't be overpowered for the simple sake of it being raid gear...you're supposed to balance your game, not purposefully unbalance it. You personally dislike Synthesis that's fine, but Materia was introduced to give people the ability to push their crafted gear further.
Yoshida also said he wants to phase out gear very systematically simply because other MMOs does it, so being able to apply Materia to raid gear already goes against that plan.
Also:
There's so much gil in this game that a new person has almost zero hopes for obtaining these weapons/armors if the system was that way. The Abjuration system was pretty nice as it could be supplementary items, i.e Ifrit Drops his weapons and Cursed Haubergeon, but sadly I know there's lots of FFXIV people who would be against a good system like that simply because FFXI used it..There is a place for crafting, and if you look at my posts regarding ifrit dropping horn that is crafted into weapon,
Did you even play XI?No it doesn't. Accuracy rings from FFXI didn't kill end-game content, nor did Hauergeon's and Scorpion Harnesses and they were better than a lot of gear you could obtain from BCNMs and even sky in some instances (better WS gear). Crafted gear (more specifically, highly infused 3-4 slot gear) is what dominates dropped gear. Raid gear can't be overpowered for the simple sake of it being raid gear...you're supposed to balance your game, not purposefully unbalance it. You personally dislike Synthesis that's fine, but Materia was introduced to give people the ability to push their crafted gear further.
Yoshida also said he wants to phase out gear very systematically simply because other MMOs does it, so being able to apply Materia to raid gear already goes against that plan.
Also:
There's so much gil in this game that a new person has almost zero hopes for obtaining these weapons/armors if the system was that way. The Abjuration system was pretty nice as it could be supplementary items, i.e Ifrit Drops his weapons and Cursed Haubergeon, but sadly I know there's lots of FFXIV people who would be against a good system like that simply because FFXI used it..
Accuracy rings were not the best rings in the game, the story reward rings were much better.
Both the scorpion harness and the haubergeon required drops from nms and other content that would not make it readily accessible to someone that only gathers and crafts.
With the exception of sentinal gear (which can have materia attached, great if you're a mrd or gld), and a very select few were there is not much in the choice of materia the coffer gear is at best sub par to crafted pieces with one materia.
Tell us how you really feel...Look, when crafted gear dominates a game all it does is destroy the content with any drop items. That's usually the end game content. What is the point of a player working their ass off for a single item if the item they bought or crafted is already much better? There is a place for crafting, and if you look at my posts regarding ifrit dropping horn that is crafted into weapon, or addition of something similar to cursed gear in 11, you would then be able to remove your head from your ass and realize that i'm not against crafting, i'm against it being the most powerful class in the game. I want to see mat drops or combination of drop and crafted items, it's a good system, but most combat players, say fuck you uppity crafters, by the way, i'm sick of this fucking train wreck called 14.
I'm in favor of making crafting services crafting more accessible to everyone. There have been some really good suggestions to this end. (I am in favor of the Ifrit horn idea)
Here is how to make crafting work better for both crafters and general adventurers (*I apologize for stealing this idea from another poster, but it is very good)
In each crafting guild there should be an NPC who players can visit and create submit their own crafting leve and all materials and rewards that correspond to it.
For instance:
This scenario would be ideal for all parties involved. It connects crafters with adventurers, it allows U/U items to become part of crafting. It incorporates crafting into endgame content like Primal battles, It is a gil sink (the insurance part). And it spreads the population of players around by making the crafting guilds a hub of activity for all gear and item creation.
Player A just fought Leviathan and received as a reward a U/U "Leviathan Spine". He then heads off to the Carpenter's Guild to have a lance crafted from it.
He looks up the recipe and gives all the required materials and crystals to an NPC there who creates a crafting Leve for him. He decides to offer a 24k gil reward for NQ result and a 40k gil reward for HQ (if applicable) result. He sets a minimum level for the Leve at 48 to ensure that only high level carpenters will attempt this leve. The Leve NPC asks how much insurance he wants on his materials @ 8k gil per attempt. The insurance means that if the crafter fails, the guild will replace all the mats for him up to the allotted attempts. Since the mats are very rare and expensive, the Insurance is well worth the cost in this instance. Player A spends 30k gil to insure 3 attempts.
Player B has just hit 49 as a Carpenter and she wants to make some gil. She goes to the Player Leve NPC at the carpenter's guild and sees that there is an order for a Leviathan Lance. She accepts the leve and begins to craft the item. The first craft fails. She checks the list and sees that the Leve is still available. She tries again and gets a NQ result. this nets her a reward of 24k and a guild experience bonus.
Later that day, Player A checks his mailbox and sees that the craft was successful and he now has a shiny new Leviathan Lance. Not HQ, but maybe if he offered a bigger reward more for a HQ version he might have a different result... but he has the Lance now with not much out of pocket and he is off to adventure more.
I'll start a new thread with this idea because I think it needs more attention.
Sounds like a 2.0 idea, realistically this could never work. I can only imagine the programming behind the scenes to pull this off. I do agree helping bring crafters and adventurers together would be great and I think this will happen when we get more SPECIALIZED crafters. Right now its way to easy to have multi 50's and be able to craft any item with a generic crafter set of gear. My LTW @ 50 HQ's just as much as my WVR @ 50 even though my WVR has a +75dex set from multi forbidden items and my LTW has a base set with no +VITTell us how you really feel...
I'm in favor of making crafting services crafting more accessible to everyone. There have been some really good suggestions to this end. (I am in favor of the Ifrit horn idea)
Here is how to make crafting work better for both crafters and general adventurers (*I apologize for stealing this idea from another poster, but it is very good)
In each crafting guild there should be an NPC who players can visit and create submit their own crafting leve and all materials and rewards that correspond to it.
For instance:
This scenario would be ideal for all parties involved. It connects crafters with adventurers, it allows U/U items to become part of crafting. It incorporates crafting into endgame content like Primal battles, It is a gil sink (the insurance part). And it spreads the population of players around by making the crafting guilds a hub of activity for all gear and item creation.
I'll start a new thread with this idea because I think it needs more attention.
The idea Yoshi talked about having crafters in the beastmen camps in order to craft special pieces of gear sounds like a nice way to really tie everyone together.
I hope crafters get access to a specialized tool/skill for only 1 craft max and this gives you access to a new tier of forbiden materia support this needs to be balanced with a proper gil sink but maybe it gives you a short 100% forbid success but you can only use it say once a week or once a day. Something special to prevent the all craft at 50 can do everything for everyone.
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