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  1. #131
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Fisher Lv 90
    Quote Originally Posted by Jynx View Post
    RNG is a required evil for a mmo to have longevity. Even the great and mighty WoW relies heavilly on RNG mechanics, you can't just cut out the element of luck without drastically shortening the staying powerof content.
    Its not a required evil - we have had this same conversation in this same thread before.

    RNG creates averages - you can force averages without RNG and have the exact same over all effect. RNG is not required.
    (0)

  2. #132
    Player
    Syrokko's Avatar
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    Syran Roko
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    Pugilist Lv 50
    Quote Originally Posted by Shougun View Post
    People fail to read suggesting threads and make appropriate response.

    I know that the materia system is used in economic distributions there are whole sections on that in order to ensure demand for crafting and gathering is continued. In fact the demand for crafting and gathering would be higher with my suggested system.
    So, explain to me again why you're trying to fix a system that ain't broke...
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  3. #133
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Quote Originally Posted by Syrokko View Post
    So, explain to me again why you're trying to fix a system that ain't broke...
    That ideology is extremely flawed. The system may work but it limps along.

    Rather then have a rusty system and call it good I suggest we make a better system which can be polished and therefore that can maintain longer.

    A couple points in my OP
    Current system doesnt allow a proper entry to the system tier I and II are absolutely useless for their given level (and frustrating to find out as a noob) - best use for tier I and II is to get the gamblers crown achievement.

    Current system doesnt allow greater materia choices without further increasing the RNG wheel (adding materia means when you break a gear there are more chances to go on)

    Current system uses breaking gear to push the market but makes gear break in a way that is regrettable (you never wanted to break it to get X or never wanted to break it on a meld) - in the suggested system you always want to break the gear or you dont because you dont have to if you dont want to.

    A basic point of the suggested system is taking frustrations of randomness away by increasing work required (but in consistency) and to design small parts of the system that allows greater expansion and freedom for the future of materia.
    (1)
    Last edited by Shougun; 11-17-2012 at 06:24 PM.

  4. #134
    Player Jynx's Avatar
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    Gridania
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    Jynx Masamune
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    Diabolos
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    Thaumaturge Lv 100
    Quote Originally Posted by Shougun View Post
    have the exact same over all effect. RNG is not required.
    I must disagree, taking all chance out of the system will make it extremly short lived no matter how time consuming you think it will be. People will eventually hit a platue and just crank the stuff out endlessly and eventually flood the market without the loss of gear and materia.

    In such a system items are created but never removed from the game slowly building in supply (Or quickly as I assume) eventually leading to the death of the content itself being of importance for the average player to do so because veterans have crushed the market for it.
    (1)

  5. #135
    Player
    Hyrist's Avatar
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    Lin Celistine
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    Threads need a time-out date for inactivity. Even I don't necropost my ideas, I just link them.
    (0)

  6. #136
    Player
    Shougun's Avatar
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    Balmung
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    Quote Originally Posted by Jynx View Post
    I must disagree, taking all chance out of the system will make it extremly short lived no matter how time consuming you think it will be. People will eventually hit a platue and just crank the stuff out endlessly and eventually flood the market without the loss of gear and materia.

    In such a system items are created but never removed from the game slowly building in supply (Or quickly as I assume) eventually leading to the death of the content itself being of importance for the average player to do so because veterans have crushed the market for it.
    Content being outdated is natural, that is why the game will have to introduce new content at interval.

    The materia rate from I to IV would be much slower in my suggested system - but I do see if no new materia tier was added for a long time then that top tier would slowly grow common (which doesn't mean the content is dead, but rather the difficulty of the content is dead lol - people would still use them).

    Of course a simple change to the system to remedy would to just make it so you can't remove slotted materia unless it is a U/U materia. (If it gets out of hand, because I already suggested a minor counterweight to that. Where you have to destroy the item or pay a fee to get the materia removed - which would obviously increase based on number of materia and level of item/materia)


    Quote Originally Posted by Hyrist View Post
    Threads need a time-out date for inactivity. Even I don't necropost my ideas, I just link them.
    I'm unaware that I cant update my own posts when I want to talk about that particular previously made topic.
    (0)
    Last edited by Shougun; 11-18-2012 at 05:57 AM.

  7. #137
    Player
    Hiruke's Avatar
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    Aislin Delhir
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    Leviathan
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    Arcanist Lv 73
    They've already stated what changes they plan to make for the materia system, which I feel are sufficient to change it from "the most terrible system in the game" to "something I can live with". The chances of them drastically altering a system they added AFTER Yoshida took over, and which required them to modify the save structure for items... Don't get your hopes up that that would even happen. Because it won't.

    /thread
    (1)

  8. #138
    Player
    Shougun's Avatar
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    Quote Originally Posted by Hiruke View Post
    They've already stated what changes they plan to make for the materia system, which I feel are sufficient to change it from "the most terrible system in the game" to "something I can live with". The chances of them drastically altering a system they added AFTER Yoshida took over, and which required them to modify the save structure for items... Don't get your hopes up that that would even happen. Because it won't.

    /thread
    You dont know what they wont or will do but I agree the chances are limited.

    However I feel that the limited aspects of the currently designed materia system are worth redesigning, it has limited itself into a frustrating and boring materia choices. T

    Also I agree that increase % will be welcomed but now instead of double melds being good enough people will make triple and qudra melds as good enough (they just moved the standard, and therefore the cost of materia overall (UP)).

    So you could argue the change is going to be more annoying if what I suspect will happen happens (since double is easy people will do triple and qudra as standard but when triple and qudras break they are even more disheartening.
    (0)

  9. #139
    Player
    Darkillumina's Avatar
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    Konstantine Porphyrogenitos
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    Gladiator Lv 50
    I've always disliked the current system and that's coming from a guy who got lucky on some ridiculous melds.

    I would have preferred a system akin to FFVII where each weapon or piece of armor has a certain number of slots. Materia itself can be put in these slots risk free, which in turns offers a unique customization option for players. However, the high end materia could understandably be a rare drop from a end-game dungeon or boss to ensure that things don't get too ridiculous. Average materias can still be obtained from say, regular mobs or Spiritbonding. Once slotted however, you cannot unslot the item. Rare weapons can also have higher slots than regular old crafted stuff.

    In addition you could have certain materia offer elemental status effects and the like increasing the customization option. Hell, a certain slot can be reserved for a certain type of materia!

    Crafters can be utilized to slot the materia and will also play a role in creating the armor and weapons with slots. While HQ should have an extra slot guaranteed, the RNG should be in play to allow certain synths with the chance to have more slots.

    This system then does everything 1.0's did without the headache and the RNG factor when melding. It keeps the economy moving, keeps crafters involved and promotes teamwork for the high-end materia's. It also requires you to think how you will slot your gear. With 1.0 you basically looked for your primary stats and boosted them without much deviation. This system allows for deep customization.
    (2)
    Last edited by Darkillumina; 11-18-2012 at 05:02 AM.

  10. #140
    Player
    Shougun's Avatar
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    Quote Originally Posted by Darkillumina View Post
    I've always disliked the current system and that's coming from a guy who got lucky on some ridiculous melds.

    I would have preferred a system akin to FFVII where each weapon or piece of armor has a certain number of slots. Materia itself can be put in these slots risk free, which in turns offers a unique customization option for players. However, the high end materia could understandably be a rare drop from a end-game dungeon or boss to ensure that things don't get too ridiculous. Average materias can still be obtained from say, regular mobs or Spiritbonding. Once slotted however, you cannot unslot the item. Rare weapons can also have higher slots than regular old crafted stuff.

    In addition you could have certain materia offer elemental status effects and the like increasing the customization option. Hell, a certain slot can be reserved for a certain type of materia!

    Crafters can be utilized to slot the materia and will also play a role in creating the armor and weapons with slots. While HQ should have an extra slot guaranteed, the RNG should be in play to allow certain synths with the chance to have more slots.

    This system then does everything 1.0's did without the headache and the RNG factor when melding. It keeps the economy moving, keeps crafters involved and promotes teamwork for the high-end materia's. It also requires you to think how you will slot your gear. With 1.0 you basically looked for your primary stats and boosted them without much deviation. This system allows for deep customization.
    FFVII materia ftw lol

    I was wondering if you had ideas on materia flooding?

    In the OP suggestion I was thinking a crafting job using an inefficient recipe formula (many more X = 1 Y). But I'd like to hear other suggested systems (though our ideas seem quite aligned lol).


    Thank you for your post
    (0)
    Last edited by Shougun; 11-18-2012 at 04:57 PM.

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