We have discussed in the past the possibility of separating things like materia, or equipment, into tabs but it would only be for ease of sorting and not to add additional storage slots.
We'll continue to pass along your comments and suggestions, so keep 'em coming.
Matt "Bayohne" Hilton - Community Team
That's a little disappointing IMO, but I can understand the limitations. If we could have separate category tabs & an "all" tab I'd be all for it!
IE:
_______________________________________________________
|_ALL_|_GEAR_|_ITEMS_|_MATERIA_|_CRYSTALS_|_CURRENCY_|
ALL: Would show the inventory as it currently get's displayed with sort options
GEAR: Would show equip-able items only
ITEMS: Would show crafting materials, random items (like totems), etc.
MATERIA: Would show materia
CRYSTALS: Same as it currently is (not sure if that's the "ingame" version or not)
CURRENCY: Same as it currently is (not sure if that's the "ingame" version or not)
EDIT: This would make a heck of a lot more sense when selling items as well. I've come dangerously close a few times to selling my equipment and being able to exclude both materia and equipment would save me from that mistake.
Last edited by Sabaku_Usagi; 04-13-2012 at 06:40 AM.
SE instead of coming out with new materia... how about you FIX the stats so that the materia isn't as useless.
brb 1000 points of defense to see a noticeable difference.
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I wouldn't mind tabs.... In fact I would love it... even if it still used the same 200 inventory spots
I personally would prefer separated tabs for specific inventory type items (ie: armor, food, currencies, etc) for version 2.0, over the inventory bag system that's being advertised. I have always loathed bag systems in other MMO's, tabs in a centralized inventory would be so much more game-pad user friendly.
I can easily understand why each category may not be able to have it's own individual inventory limit as that would require greatly increasing per character and retainer the total amount of items which could be stored and may also negatively impact certain players whom need to hold more of a certain item (food for culinarians for example). However, both could be avoided if the concept was similar to how Sabaku_Usagi described, which if i understood correctly we all maintained the current 200 limit inventory and the tabs merely were for ease of searching through it. Course, I'm not a programmer, let alone a game developer so I don't know what strain a system like this would have on the game, but if it were possible that's really what I'd like to use.
What Sabaku_Usagi described is perfect. Do it. Please.![]()
we will be getting bags that hold like 25 items each in 2.0 i think. i wish they would respond to reducing the overall amount of materia available. Do we really need 16 different stat materia for poison resist(im guessing 16 maybe its 15 idk)
item reform+materia= 1 step forward, 2 steps back.
Last edited by syntaxlies; 04-13-2012 at 11:11 PM.
please please please please please please please please please!!!!!!!
EDIT: this deserver it's own discussion
Last edited by Resheph; 04-15-2012 at 02:47 AM.
We received a lot of feedback in this thread regarding various things (like materia stats, materia slot placement, and other suggestions) that we compiled and passed along to the development team. The Item Team confirmed that they’ll look over the information and take it into consideration when planning further adjustments to materia (as well as new materia going forward).
In regards to manathirst materia specifically, our counterpart in Japan posted the following insight from the team. As stated here, and other language forums, players feel that the effects of manathirst materia are too weak, but the team disagrees. The current maximum MP recovery rate is 7.5% of the player’s maximum MP, so if their maximum MP is increased by 100 through use of manathirst materia, an additional 7 MP is recovered every tick (3 seconds). Therefore, the team believes that the effectiveness of manathirst materia is balanced alongside other materia.
However, as we said, we will continue to gather your feedback and comments and pass them along to the team for them to consider for future adjustment, so please continue submitting your feedback.
Bethany "Rukkirii" Stout - Community Team
Mind telling me how you achieve this rate of MP recovery in a fight? I'd love to know, because I sure can't recover MP that fast, at least not in combat.The current maximum MP recovery rate is 7.5% of the player’s maximum MP
Basing balance on (at least what seems to me) an unachievable metric doesn't seem like a good idea to me.
Also, since MP costs remain proportionate as you level up, adding 100 maximum MP (and consequently recovering a couple more MP per tick) has minimal impact.
Last edited by Alhanelem; 04-17-2012 at 05:35 AM.
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