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  1. #1
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    Yeah, it would crash a segment of the market. But I believe that market shouldnt have existed in the first place.
    Subjective. I see nothing wrong with the materia market.

    Since you can go up to five slots in the current system just based on chance you can make some pretty funky and likely unintened (in SE mind) stats on gears.
    And you just described exactly what is wrong with your proposal. This would require the total rebalancing of all materia to account for the fact that you're guaranteed to be able to 5x-meld anything. Materia are tuned to be on the strong side because it is difficult to get highly melded gear. With your system, materia would have to be nerfed into oblivion since anyone can have it with no risk or effort involved.
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  2. #2
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    Shougun's Avatar
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    Quote Originally Posted by Alhanelem View Post
    Subjective. I see nothing wrong with the materia market.

    And you just described exactly what is wrong with your proposal. This would require the total rebalancing of all materia to account for the fact that you're guaranteed to be able to 5x-meld anything. Materia are tuned to be on the strong side because it is difficult to get highly melded gear. With your system, materia would have to be nerfed into oblivion since anyone can have it with no risk or effort involved.
    Probably caught my post before i edited it some more.

    Each item would have determined slots, so no you wouldn't get 5 slots unless SE wanted you to have 5 slots.

    Also materia wouldn't be nerfed into oblivion, have you played WoW? The enchanting system isn't nerfed into oblivion its quite powerful and useful. While the difference in enchant and this is you can carry yours over - however to get higher tiers of materia you would need that lower tier materia in a new project or high quality ingredients. I expect under my system materia would be quite expensive (and thus prized) but it would offer you the guarantee and not some random chance to blow 10 gil or 10 million gil.

    I'm not talking about the market for materia I'm talking about the market for melded gear - which is bonkers because of the % chance. I dont want everything to be cheap therefore the materia price should/would be high - however it would be consistent.

    So little risk? Yes, No effort? Hardly - I envision a tier 4 of a general stat would be a few mil or more to buy.
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    Last edited by Shougun; 09-11-2012 at 10:31 AM.

  3. #3
    Player
    Meta's Avatar
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    I had a somewhat similar system in mind, but the like others have stated, Materia needs to remain as an effective gear and gilsink, and making a materia-melding class diminishes the value of the original crafting classes.

    Still, I think you can still accomplish this with a hybrid of the current system and your suggestions, along with the suggestions I've seen from others on the forum. We can offload some of the randomness of x-melds to a combined random and progress-based spiritbond system. For example:

    Melding
    1. Gear cannot be destroyed when melding. Each meld is a 100% guarantee.

    2. A piece of equipment will have a certain number of slots, up to 5. "Better"/rarer/+1 gear for its level will have more slots. Slots with materia in them can be overwritten, but the materia occupying the slot is destroyed.

    3. Melding still requires the use of catalysts.

    Spiritbonding
    1. Materia is only created from spiritbonding and converting gear.

    2. Materia that is created from converting gear will range in tiers (I~IV) and potency (+1~+20, etc.), as it does in the current system. Higher tiers and higher potency are adjusted to be noticeably rarer than they are in the current system; let's say 10~20% rarer as a placeholder.

    3. The type and total potency of Materia attached the equipment you are trying to convert influences the the type, tier, and potency of the resulting materia. For example, a player who converts a pair of Felt Bracers with three Strength II materia will have a higher chance of converting bracers into a higher potency Strength III or IV materia.

    In summary, what this tries to accomplish:

    1. Preserve materia as a gil and gear sink by maintaining the incentive to acquire and convert gear.
    2. Remove randomness from melding gear.
    3. Increase value of +1 gear.
    4. Increase value and usability of lower tier/potency materia.
    5. Increase value and usability of lower level gear or gear with lesser quality melds while still providing an incentive to convert said gear into materia.
    6. Could, with just the slightest chance in hell, make Status Resistance melds easier to make, and as a result, make said melds more desirable.


    TL;DR: Remove randomness from melds, increase gear-to-materia conversion rates by incentivizing melding of lower tier materia onto gear, do so by allowing melded gear to convert into better materia.
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  4. #4
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    Shougun's Avatar
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    Quote Originally Posted by Meta View Post
    I had a somewhat similar system in mind, but the like others have stated, Materia needs to remain as an effective gear and gilsink, and making a materia-melding class diminishes the value of the original crafting classes.

    ....[more quote here]
    I was similar to this originally, and I do approve of it.

    I only thought having a crafter to make the materia would add an additional cost to the materia while also removing even more RNG (replacing a bit of the gilsink that would be missing from lowering double meld+ prices). I feel it fits in well because of goobuex looks like he is crafting that stuff.

    Im still curious why people think my idea takes gil out of the system from other crafters. It only removes it from the random melding - like yours is still maintains the use of gear spirit binding.

    Edit: Want to add that this system still has a bit of materia overflow - another thing i wanted to solve with my system - making materia more expensive and rare (though indeed you accounted this for at least the more expensive materia).
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    Last edited by Shougun; 09-11-2012 at 11:40 AM.

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