Alot of 1.0 didnt require skill, just redundancy. I look forward to 2.0 providing much more REAL content than the monotony of SB'ing as much and 15 minute crawl spams.
Alot of 1.0 didnt require skill, just redundancy. I look forward to 2.0 providing much more REAL content than the monotony of SB'ing as much and 15 minute crawl spams.
and please can we have more customization on materia use instead of stacking 1 stat to a piece of gear. i would like to have a glove peice with str , att , store-tp , acc on my gloves instead of +50 str gloves then people wont let you join the group becuase ur gloves dont meet the requirements to kill an enemy lol.
The fact that your Botany skill in your signature isn't 45 or 40 irks me. ;_;
On-topic though, I agree to an extent. A particular event or end-game activity will always end up feeling redundant, since generally you will end up doing it in a set day every week, with your static/group.
·blm·sch·smn·brd·
I know lol... it got left that way cause i was attempting to get it to 45 before the final save...
Yea all end-game material has a redundancy factor, but now that they have a much longer timetable to work for/with in ARR I'm hoping for Content where even if u Static and get the 'routine' of the Content down it's still challenging because of some other variables that normally weren't present in 1.0. Main variables in 1.0 was brain-fart, mobs spamming hate reset (needed to find 1 that was actually programmed in), connection loss, or inviting someone to fill-in a hole... OHHH and server lag... lol
I understood the 'void' in 1.0, cause they were limited with what they had to work with and they were only putting Content out in the context of it being feasible to be completed within the life-span of 1.0.
What i don't want is to still be the same options: A) spam-killing mobs for hours and hours to get good materia and then have it blow-up, then rinse and repeat 20x's or give-up on earning it and just buying it, B) spamming low-content raids for drops, or C) spam-leveling or achievement hounding to pass the time while waiting for ARR to hopefully bring the change... I was mainly guilty of C lol
Last edited by Yolteotl; 11-14-2012 at 05:22 PM. Reason: lol forgot the biggest randomizer of success in 1.0
I keep thinking of all the inventory I'm going to get from so many of my materias stacking after this change... +inventory /dance![]()
I think everyone (players and the devs) needs to distinguish between "casual" players and "not a lot of free time" players.
A casual player is going to want to pop on on a Saturday night and hit things with their glowy weapon.
A player without a lot of free time is going to want challenging content, but without redundant RNG, "dead" time (waiting to form a group, etc), or "fetch this trinket so I can give you another trinket to give to the guy who will start this quest" content.
I'm all for tough battles and quests that require thought and personal investment, but let it rely on my skill and not on pointless time sinks.
~Note to self: Stop logging out in silly hats~
I think it's still to early to tell if I'll like the new system. I'm inclined to say I won't like it because I liked to gamble on melded gear in 1.0. Before I say that though I'll have to see what my current gear end up like as far as stats, what I'll be able to make under the new system, and how that all compares to dropped gear and common melds.
OMG this this this this this.and please can we have more customization on materia use instead of stacking 1 stat to a piece of gear. i would like to have a glove peice with str , att , store-tp , acc on my gloves instead of +50 str gloves then people wont let you join the group becuase ur gloves dont meet the requirements to kill an enemy lol.
I am so sick of ####in Stat Stacking.
What is the point of having 50 different kinds of Materia if the only ones that are usable are the raw stats?
Good call!
It would be nice if success % was got a significant bonus for multi-melding different types of materia.
i'm fine with this change.
i don't want materia to play a big role for me in a game where i expect endgame equipment to be superior to materia equipment.
it's fine for when you want to make materia equipment to help you reach a goal, but that's how far it should go and not further.
the idea of materia at first was fine, and i was happy about it when i saw the news.
but then i saw people stack stats like crazy to go faster for that dungeon, or drop garuda in a matter of minutes.
i still have nightmares remembering the prices of intelligence materia when garuda was burnable by a group of BLMs that had enough accuracy and INT loaded on them.
that's one more reason i want SE to give a limit as to how high a player can actually stack one stat with materia alone.
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