it was in the latest live letter.
http://www.youtube.com/watch?v=gAa7DFkjBos&t=69m0s
Edit: link with timestamp
it was in the latest live letter.
http://www.youtube.com/watch?v=gAa7DFkjBos&t=69m0s
Edit: link with timestamp
Last edited by Valmonte; 11-16-2012 at 01:25 PM.
Ah I see I see.... well, I really wont have a problem with It. Mainly because im not really about making things just to sell. Tho it would hurt for say you finally get something to replace that melded item, but can't sell it because its untradeable. We can blame the bad RMT people for that I guess :/. But, if it was really really about RMT, they would also make materia and un-melded gear untradeable. RMTers could sell those for real dollars too.it was in the latest live letter.
http://www.youtube.com/watch?v=gAa7DFkjBos&t=69m0s
Edit: link with timestamp
I thought they were past implementing silly things just to attempt to counter RMT tho. They removed the "Anti-RMT" Gathering fatigue, why start adding stuff against them again... RMT gonna RMT.
My major issue with this WHOLE idea is this. No matter WHAT YOU DO, if you actually want to Min/max your character, there will always be a cookie cutter design for any gear/materia/gem/wtf ever you are playing and customizing. Therefore, your whole assumption of "QQ people are elitist's" is nil, elitists are merely people who strive to perfect themselves in a game(which as we just spoke of means actually min maxing your character and making it a cookie cutter,) whether they are in their mothers basement or not remains a good question. (b^.^)bI'm going to be plain on the main issue of this thread: The gambling mechanic in the meteria system is idiotic.
If you're wanting to identify yourself by having rare drops that are only achievable by a focus groups, go right ahead. But this should not be effective on Meteria, which is about customization.
And if I may go on a small tangent about stats and Meteria - they should allow for multiple viable builds, rather than a single rigid expectation. I know a lot of people enjoy looking down upon one another in MMOs, but it's stupid to design the game mechanics around it.
I think if they really want to make it casual, they will also take out the crafter requirement. Let any class meld anything. Some people have this crazy notion that leveling a crafting or gathering class requires the player put in some hardcore time....
However, I always wanted melding to not rely on /pray, and instead be like crafting. I said in another thread that it could have quality goals for it to be successful, and difficulty be high so it is hard to raise the quality without really good crafting gear.
Last edited by Reika; 11-16-2012 at 02:25 PM.
Well what would happen at that point is you would materia that piece and sell the materia i suppose.Ah I see I see.... well, I really wont have a problem with It. Mainly because im not really about making things just to sell. Tho it would hurt for say you finally get something to replace that melded item, but can't sell it because its untradeable. We can blame the bad RMT people for that I guess :/. But, if it was really really about RMT, they would also make materia and un-melded gear untradeable. RMTers could sell those for real dollars too.
I thought they were past implementing silly things just to attempt to counter RMT tho. They removed the "Anti-RMT" Gathering fatigue, why start adding stuff against them again... RMT gonna RMT.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
Take the current system and look at the longevity of it.
+50 of a base stat (a basic T4 trip meld) is a bit of a ridiculous number to put on 1 piece of gear. In order to top that, U/U gear would eventually have to surpass a triple meld to motivate people to do the content. I personally don't want to start seeing U/U gear with +200 STR on one piece at level 100..
Stat inflation cheapens the feel of upgrading gear as you need a lot more to make a small amount of difference, instead of a little more to make a big difference.
However this will may have a negative effect on the crafting market, as an increased rate of success means less gear that goes boom! i.e. Less gil for the crafters. I would personally be happier with no increased success rate, but lower stat values.
materia stats down, attachment rate up.Take the current system and look at the longevity of it.
+50 of a base stat (a basic T4 trip meld) is a bit of a ridiculous number to put on 1 piece of gear. In order to top that, U/U gear would eventually have to surpass a triple meld to motivate people to do the content. I personally don't want to start seeing U/U gear with +200 STR on one piece at level 100..
Stat inflation cheapens the feel of upgrading gear as you need a lot more to make a small amount of difference, instead of a little more to make a big difference.
However this will may have a negative effect on the crafting market, as an increased rate of success means less gear that goes boom! i.e. Less gil for the crafters. I would personally be happier with no increased success rate, but lower stat values.
Materia'd gear are my biggest sellers. i cant sell standard gear because everyone undercuts, and they don't do it nice either they undercut you with a pile of items.Ah I see I see.... well, I really wont have a problem with It. Mainly because im not really about making things just to sell. Tho it would hurt for say you finally get something to replace that melded item, but can't sell it because its untradeable. We can blame the bad RMT people for that I guess :/. But, if it was really really about RMT, they would also make materia and un-melded gear untradeable. RMTers could sell those for real dollars too.
I thought they were past implementing silly things just to attempt to counter RMT tho. They removed the "Anti-RMT" Gathering fatigue, why start adding stuff against them again... RMT gonna RMT.
Unifying materia values: Hell yeah! (Called it btw) it was unnecessarily complicated, having like 16 possible results for double melded T4 items is over kill.
Lowering materia's effect: Awesome! now maybe gear will be good because its good not because you have +40STR on a +3STR item. (As you all know when the battle system was changed, the stats did too but all the stats on gear remained the same so we went from having +70STR to +240 but our gear didn't get boosted)
Increasing meld rates: Great! I was never into the excessive gambling aspect of the system, now instead of having 1 pair of pants after many failures and being content with them, people will try for multiple pairs foe different uses which can't be bad for the market, right?
Making materia'd equipment U/U (Or) Is cool by me, people will still buy crafted items to meld and spirit bound them and the melded items can't go back into circulation so there will always be a market for crafted items.
I don't see whats so upsetting about these changes.![]()
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