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  1. #1
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    Quote Originally Posted by Sol_Aureus View Post
    It's great having stuff like this happen to you and then some random guy triple-melds on their first try. Thanks for rewarding effort and skill SE!
    Everyone has the exact same percentage to make a sucessful meld. EVERYONE. If you are going to have issues with someone having better luck then you, don't take the risk. Epsecially if the rest of us have to deal with you crying about it.

    Quote Originally Posted by Jinko View Post
    This is the very reason they should never make U/U meldable.
    I disagree, I feel this is the very reason U/U gear should be meldable. Risk vs. Reward. If someone wants to take the risk of losing the item for mulitple melds, thats there business.
    (1)

  2. #2
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Coglin View Post
    Everyone has the exact same percentage to make a sucessful meld. EVERYONE. If you are going to have issues with someone having better luck then you, don't take the risk. Epsecially if the rest of us have to deal with you crying about it.
    Quote Originally Posted by Coglin View Post
    If you are going to have issues with someone having better luck then you, don't take the risk.
    Quote Originally Posted by Coglin View Post
    someone having better luck then you
    Quote Originally Posted by Coglin View Post
    luck
    And this right here is the problem.

    Having how good your gear is be entirely based upon luck is terrible design.

    I understand the whole risk vs reward thing, and it has its place in games (and can be pretty fun when implemented properly) but its place is not as a core mechanic that determines how good your gear is. That should be left to something that requires effort, skill and a little bit of luck, like dungeons and other endgame content.

    Yes, allowing U/U gear to be meldable would make it so to get the absolute best gear you'd have to multi-slot the U/U gear. But realistically, is anyone going to weigh their options of either:

    A) Defeating the very difficult content for a chance to get a good U/U item then risking it exploding with a double-meld, let alone a triple+.

    or

    B) Crafting a bunch of pieces of gear that aren't as good as the U/U piece but are cheap and mass-producible, then double or triple-slotting them with Materia.

    and choose A over B? Arguably, triple-slotting a piece of crafted gear makes it better than a single (or possibly even double) slotted U/U piece. I think that most people will decide that their time is better spent mass-producing crafted pieces of gear and going for a triple-slot, because honestly when looking at time vs risk vs reward, option B wins out by a longshot. And I really don't want crafted gear to be the best gear.

    Or maybe you'd like the content to remain as it is? Easy and uneventful once people understand the fights? Spamming them for a chance to get your item so you can blow it up, but it's not a big deal because you can go back and clear it again easily? Well I don't want that. I want challenging content that's very difficult to complete, and rewards that reflect that challenge. And I don't want these rewards to be obsolete on release because of how easy it is to multi-slot gear which will be comparable or even better than said rewards.
    (7)