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  1. #11
    Player
    Rhomagus's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,076
    Character
    Rhomagus Asclepiot
    World
    Ragnarok
    Main Class
    Weaver Lv 51
    Quote Originally Posted by Onji_T View Post
    Nice we get a pointless post from a guy who didn't read the original post. How then is anything you said relevant? I don't understand, and now I'm going to trail off talking about something else that is unrelated to the original topic, while using a lot of punctuation, in a really long and completely wrong format, what’s awesome is spelling/grammar checks leave these things alone.
    The post never went off topic. I disagreed with the premise of the OP. That kind of rhetoric leads to suggestions like this:

    Quote Originally Posted by lamerider View Post
    remove the materia system simply
    You heard this a lot with the Armoury system. Now we have a significantly watered down version of not only the Armoury system, but the gear system as well. I would rather avoid this with materia.

    The following are suggestions that I could support.

    Asiaine:

    Quote Originally Posted by Asiaine View Post
    Hello all,

    As somone who actually likes the idea of 'A' materia system, maybe I can throw in my 2 gils worth.

    Fact: Significant portion of people will aim for the best posible gear for their job.

    Question: What is the source of the best possible gear?

    If battle drops, then crafters are unhappy.
    If crafters, then battling adventurers are unhappy.
    If battle drops equal crafted gear, then battling adventurers are unhappy.

    Rationale:
    Battling adventurers want to fight big HNM to get drops and be proud of the hard work they put in. When they see they could just go to a crafter, give a few gil, and get something as good or better, they feel as if their hard work is for naught.

    Solution Need:
    A solution must exist where the best equipment does NOT come from Battling HNMs *OR* from crafters, but must come from the usage of BOTH of these approaches.

    Example:
    HNM drops equipment. When this equipment is then used in crafting (as an ingredient, or matteria added, or what not) it then becomes the best there is.

    I feel that only through the succesful marriage of both HNM drops and crafting can both parties be made happy.

    (Yes, I know this mimics a lot of what is said in this thread, I am simply trying to reword it into plain speak).

    Now, MY suggestion (well, not mine mine, it's actually SEs suggestion and echoed here in the forums before).
    Crafted Gear with basic materials = 1-3 materia slots (depending on level). All slots at 100% affix rate.
    Crafted Gear with rare materials (HNM dropped materials) = 1-5 materia slots (depending on level and HQ). All slots at 100% affix rate.
    HNM Dropped Gear = 0 slots (bear with me now....)


    I would suggest that HNM Dropped Gear could be used as a material in Crafts that could yield a new gear that would then have materia slots. For example:
    Ifrit drops a nice cudgel. You could then go and use it as normal. *OR* you could find a crafter who would take a risk in trying to craft Ifrit Cudgel into Tweaked Ifrity Cudgel, which then would accept 1 (2 if HQ) slots @ 100%

    Perhaps even intersting recipes such as:
    Ifrit Cudgel + Uraeurus' (sp?) Hide + Rune Stone = Hellfire Cudgel of The Gods (3 slots, 5 if HQ).


    This way, all HNMs continue to drop items of value.
    Crafters can create items of value.
    Crafters who join up with adventurers and combine their skills can create an item of great value!

    Now if I can find a way to squeze my lumberjack in there, I'm set!

    Note:
    A lot of my interest and suggestions on the Materia system come from FFVII which I think had the BEST equipment customization I have ever ever seen!
    Also I am interested in crafting and HNM drops, so would love to see a system that combines the two for the best.


    Thank you and I apologize for the long post.


    Roaran:
    Quote Originally Posted by Roaran View Post
    I think the OP made a good point. If only crafting gear can be melded, and gear with multiple materia is to be superior, there would be little or no reason to battle for gear. The only way currently to do this, is to offer gear that caters to those who do not meld multiple pieces or offer side grades to the multiple materia gear (Ifrit weapons for example). Ofcourse they can add more crafting gear which would only start the whole process again without addressing the need to battle at all.

    However, I think you are very mistaken in thinking the only or the best solution is to get rid of the materia system. I think the OP is very thoughtful on this matter, yet I do not think to have considered every possible remedy.

    That said, I would suggest, instead of phasing out the materia system, do the following:

    Make all gear crafted. No more exclusive items. Instead of dropping items directly, bosses will drop an abundance of materials. For example, Batraal, instead of dropping 1-3 items from a chest, his death will produce various pieces of hide and bone, even possibly a broken blade that can be refurnished into a sword for paladins. The abundance of items will allow people to get drops reliably, and then allow them to reliably turn them into gear and meld over and over. Thus, those who complete the dungeons the quickest and with the most ease are able to acquire the most materials and most chances for success in melding materia.

    This system would actually impose skill into getting the best gear melded with multiple materia, it would keep crafters necessary and make the materia system more interesting. In addition, it would allow the current problem of terrible droprates to be eliminated, favoring players to get drops quickly and reliably each time, so they can then attempt multiple melds.

    It would also allow groups of players to earn gil by selling these items to crafters and players who wish to meld themselves.


    In Roaran's case this actually returns the game to how items were dropped. The feasibility of implementing this could be questionable but is far better in my opinion because it is more dynamic, not dumbed down.
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    Last edited by Rhomagus; 02-07-2012 at 12:28 AM.