Waiting on alpha invites *rocks in chair impatiently* .. :P
Here you can read these lol
http://forum.square-enix.com/ffxiv/t...Materia-System
http://forum.square-enix.com/ffxiv/t...m-for-crafters
Waiting on alpha invites *rocks in chair impatiently* .. :P
Here you can read these lol
http://forum.square-enix.com/ffxiv/t...Materia-System
http://forum.square-enix.com/ffxiv/t...m-for-crafters
I'd forgotten about these two, and it shames me that I never posted on yours when I read it. (First time reading Hyrist's "Magnum Opus" and I'm thoroughly enjoying the idea.) Are you still looking for any discussion on materia systems?Waiting on alpha invites *rocks in chair impatiently* .. :P
Here you can read these lol
http://forum.square-enix.com/ffxiv/t...Materia-System
http://forum.square-enix.com/ffxiv/t...m-for-crafters
Of course :P I love discussions. Even if by everyday that goes its more a pipe dream then it was before lol
Yeah I actually think Hyrist system works well with mine since theirs is about giving some power to the crafter and mine has a few points that will re-balance items giving power to the crafter as well. It also has a few paralleled mechanics that work together. Its the main reason why I linked them together actually.
I love returning characters XD. Funny because usually I'm like GET ORIGINAL X GAME but... with FF I'm like USE SOME OF YOUR OLD STUFF. Also I +1'd :P
Last edited by Shougun; 12-02-2012 at 08:27 PM.
Actually, the Magnum Opus system, though by different name, was a large part of what I had in mind for crafting system revisions back in the day. Materia has also been hugely intriguing to me, though I started with a pipe-dream and haven't actually even worked back down to reality yet. Essentially, I connected it to Echo and archetypes, and it ended up fitting a system of gear-leveling, deleveling, and more intricate world interaction. But that would be... pages, and requires a few other systems first.Of course :P I love discussions. Even if by everyday that goes its more a pipe dream then it was before lol
Yeah I actually think Hyrist system works well with mine since theirs is about giving some power to the crafter and mine has a few points that will re-balance items giving power to the crafter as well. It also has a few paralleled mechanics that work together. Its the main reason why I linked them together actually.
Well, so be it. I'll start my outlining with those systems, and maybe I'll be able to get you by long-delayed feedback post. I hope it will be interesting. I'll probably use a Google Blog link instead of posting them directly.
(Looks like this will be a while. Honestly I don't know if I'll be able to finish it today. Hoping for (and working on) it though.)
Awesome - I think you got me but I want to verify. I didn't mean pipe dream as it being impossible to do but that doing it now that it is so late it would be impractical without delaying the game in-order to thoroughly test the system first.Actually, the Magnum Opus system, though by different name, was a large part of what I had in mind for crafting system revisions back in the day. Materia has also been hugely intriguing to me, though I started with a pipe-dream and haven't actually even worked back down to reality yet. Essentially, I connected it to Echo and archetypes, and it ended up fitting a system of gear-leveling, deleveling, and more intricate world interaction. But that would be... pages, and requires a few other systems first.
Well, so be it. I'll start my outlining with those systems, and maybe I'll be able to get you by long-delayed feedback post. I hope it will be interesting. I'll probably use a Google Blog link instead of posting them directly.
(Looks like this will be a while. Honestly I don't know if I'll be able to finish it today. Hoping for (and working on) it though.)
To the crafting I thought how it first came out was great (like 200 ingredients to one recipe) but that they messed it up by not linking crafts together ("oh you need this item you dont have but can craft, and you have the materials - here is a link to craft this first") and requiring to grind on those insane ingredient lists. Rather they should have had the complex ingredient lists with a robust crafting interface and make each craft reward large amounts of experience. (My 'project' idea in the materia thread could work well with the most massive of scale recipes)
I would have preferred a 'magnus opus' like situation for all crafts -love how two bars of metal turns into plate mail.. lol
---
"Would love to see": An animation system that can link and sync animations together. Sync (play at the same time / moments) and link for more complex animations like a real handshake or high five a real dance - things that connect one player body to the other. I know the linking seems simple but I guarantee you properly "solidifying" characters adds a massive amount of immersion.
There is a dance thread /dance that I wrote that in but importantly to that thread it talks about better dances with more soul and life and even includes some great video links. While some people there wanted Gangnam style from when I read most said no to that but wouldnt mind some real takes on folk dances (someone posted some great folk dances that would be awesome on hyur).
edit: dance thread link http://forum.square-enix.com/ffxiv/threads/58131-dance
(there are actually a few dance threads but this one is the one I was talking about)
Last edited by Shougun; 12-03-2012 at 10:12 AM.
I got what you meant. Lacking reality was only a part of my pipe-dream, and even then that too was more an issue of time necessary to design, implement, and test. I'm about 1,500 words into the description now, and feel like I've barely been able to scratch the surface of the ideas.Awesome - I think you got me but I want to verify. I didn't mean pipe dream as it being impossible to do but that doing it now that it is so late it would be impractical without delaying the game in-order to thoroughly test the system first.
To the crafting I thought how it first came out was great (like 200 ingredients to one recipe) but that they messed it up by not linking crafts together ("oh you need this item you dont have but can craft, and you have the materials - here is a link to craft this first") and requiring to grind on those insane ingredient lists. Rather they should have had the complex ingredient lists with a robust crafting interface and make each craft reward large amounts of experience. (My 'project' idea in the materia thread could work well with the most massive of scale recipes)
I would have preferred a 'magnus opus' like situation for all crafts -love how two bars of metal turns into plate mail.. lol
---
"Would love to see": An animation system that can link and sync animations together. Sync (play at the same time / moments) and link for more complex animations like a real handshake or high five a real dance - things that connect one player body to the other. I know the linking seems simple but I guarantee you properly "solidifying" characters adds a massive amount of immersion. )
And I couldn't agree more with both of these points. Which is probably why they're already partly involved in my rehauls. The crafting revamp allows you to make something out of just about anything if physically possible. A recipe book would likely be less useful than a calculator and scratchpad, except when working in abstract element additions (mostly in ritualistic items), though a Scholar notebook might be more helpful than that too. The animation linking has become part of my compromise (though I don't think it could really get better than that, so "compromise" is a bit harsh) between locked animations and free movement, along with linked actions in combat (and outside of combat).
http://idealistdevelopers.blogspot.c...cc653c8adb8131
Sorry for the cruddy formatting. I just wanted to make sure I had a copy up there first, just in case posting our ideas here without that makes them the exclusive property of SE. I'm not conceited enough to think that these will be worth anything; it's just the principle that bugs me.
Edit: Going to have to take a break to get back to academic work. (Sadly, said work feels not nowhere near as rewarding as detailing a pipe-dream.)
Last edited by Shurrikhan; 12-03-2012 at 11:56 AM.
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