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  1. #1
    Player
    AreeyaJaidee's Avatar
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    Mar 2011
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    Ul'Dah
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    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100

    [dev1068] Materia System Suggestions

    DISCLAIMER
    /!!!/Please provide your feedback and comments in a positive manner. No trolling allowed. The purpose of this thread is to provide players with rich play mechanics, not to fuel your egos :3/!!!/

    Greetings fellow adventurers~!

    Greetings Square Enix Employees~!

    After reading the last producer's Letter in full detail I came up with a few ideas about the various topics. This thread is for one of many topics discussed in the Producer's Letter: Materia Crafting

    Keep in mind, non of us know SE's full plans on Materia crafting. Everything here is merely a suggestion on my part, backed up by the agreeance of my friends on FFXIV.

    MAIN PART
    FFXIV Materia System:

    - Purpose:
    Implement a system which will allow diversity in armor and weapons through crafted augmentations called Materia which can be attached to eligible equipment. This system could be additional to whatever already planned design SE has in the works.

    - Implementation:
    Materia crafting will allow crafters to synth Materia from various items dropped off of mobs (drops will require introducing new specialized items to mob drop pools).

    Items dropped from mobs will differ in what augmentations they allow when formed into Materia. The augments could correlate to the theme of the mob they dropped from (i.e. a mob that displays defensive prowess would drop defense mods items).

    The Materia synthed from the various mob drops will allow crafters to augment the existing attributes of already existing Weapons and Armor via being attached to the equipment.

    There will need to be a limit of how many mods can be attached.
    ^- IDEAS: Either limit the augments limit based on the optimal rank of equipment OR the rank of the crafter OR have a default set limit (hard cap)

    - Further effects:
    This system will aid in supplying the economy with more diverse goods for trade. Crafters will be able to diversify their goods and effectively widen the selection available to non crafters. This system will also give both crafting and non crafting players a sense of gratification based on the uniqueness and diversity of their armor sets and weapons.

    DISCLAIMER
    /!!!/Please provide your feedback and comments in a positive manner. No trolling allowed. The purpose of this thread is to provide players with rich play mechanics, not to fuel your egos :3/!!!/
    (2)
    Last edited by AreeyaJaidee; 05-30-2011 at 11:30 PM. Reason: crowd control
    Living life one day at a time~!
    Mending the past with the joys of today!

  2. #2
    Player
    Chinook's Avatar
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    Mar 2011
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    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Carpenter Lv 50
    I hope that gear dropped off factions (ex: Buccaneer's Shirt) or directly from NMs (ex: Venerer's Bracers), which are impossible to HQ, will get an advantage or exclusivity from the "materia" system.

    At the moment, HQ standard gear makes the majority of these items obsolete (apart from +acc and +atk gear that are currently better because of broken mechanics).
    (2)

  3. #3
    Player
    Judge_Xero's Avatar
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    Mar 2011
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    Ul'dah
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    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Materia Points

    -Gear should have a static amount of Materia Slots (Based off FFVII) Some slots should link, some should be seperate (would make for interesting combinations, maybe this is what the NM gear could benefit from)

    -HQ'd Gear should add to the number of slots based on the HQ value +1,+2,+3

    -Pieces of Gear should have certain colored slots in which to fit materia (i.e. Hands = acc,str,macc,mpot Body = EDef, Def, HP, Feet = Movement Speed, Weapon = Atk, WS Skill up)

    Skill Rank to create a piece of materia should = the rank to fuse it on a piece of gear (i.e. Rank 10 Alchemy can make Magic Potency +10. Alchemist R5 buys a Magic Potency +10 from the wards, attempts to infuse it to gear, Fails)

    How to go about Removing a Piece of Materia after it has been infused? Does it require a crafter? Can you just go to the nearest Aetherite and do it through UI?

    (That's all for now. I shall try to be back to update anything else I think of. Am looking foreward to what other people post, Thanks Areeya)
    (1)
    Last edited by Judge_Xero; 05-31-2011 at 01:59 AM.
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  4. #4
    Player
    AreeyaJaidee's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
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    704
    Character
    Mewt Naeun
    World
    Exodus
    Main Class
    Marauder Lv 100
    Thank you guys n gals

    I will post more later as I gather more ideas from my LS friends from Hidden Power on Lindblum server.

    We all talk heavily about these sort of topics and have the best interest of the games population in mind.

    Thank you guys very much for the positive additions. I TOTALLY agree with your viewpoints and they all add greatly to this concept xD
    (0)
    Living life one day at a time~!
    Mending the past with the joys of today!

  5. #5
    Player

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    Gridania
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    Quote Originally Posted by AreeyaJaidee View Post
    Materia crafting will allow crafters to synth Materia from various items dropped off of mobs (drops will require introducing new specialized items to mob drop pools).

    Items dropped from mobs will differ in what augmentations they allow when formed into Materia. The augments could correlate to the theme of the mob they dropped from (i.e. a mob that displays defensive prowess would drop defense mods items).
    In addition to mob-dropped items, I would also suggest requiring a gathered items as well as consuming a piece of equipment.

    Specifically, the mob-dropped items would determine the type of materia, the gathered item would be the generic catalyst (required for all materia production), and the piece of equipment used determines what items the resulting materia can be slotted into. Both the the type and the optimal wear rank of the gear consumed would matter. For example, a rank 27 pair of boots results in a materia that can be slotted into boots of rank 27 or higher. This would provide an item sink into the game.

    Quote Originally Posted by AreeyaJaidee View Post
    The Materia synthed from the various mob drops will allow crafters to augment the existing attributes of already existing Weapons and Armor via being attached to the equipment.

    There will need to be a limit of how many mods can be attached.
    ^- IDEAS: Either limit the augments limit based on the optimal rank of equipment OR the rank of the crafter OR have a default set limit (hard cap)
    Each recipe has a default number of materia slots, and each dropped item has a default number of materia slots. Note that many items may have ZERO materia slots.

    Crafters can create additional materia slots in crafted gear by adding additional resources at different stages of the item crafting.
    I had a proposal on that here.

    Quote Originally Posted by AreeyaJaidee View Post
    - Further effects:
    This system will aid in supplying the economy with more diverse goods for trade. Crafters will be able to diversify their goods and effectively widen the selection available to non crafters. This system will also give both crafting and non crafting players a sense of gratification based on the uniqueness and diversity of their armor sets and weapons.
    Please don't forgot about gatherers .... we need love too ;-;
    (1)

  6. #6
    Player

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    Quote Originally Posted by Judge_Xero View Post
    Materia Points
    How to go about Removing a Piece of Materia after it has been infused? Does it require a crafter? Can you just go to the nearest Aetherite and do it through UI?
    As much as I love the thought of adding more things for crafters to do, I'm going to reverse my usual position here and suggest that there is an NPC that removes Materia for a gil fee.

    I would further suggest that when removing the materia, either the item or the materia is destroyed. The player can choose whether to keep the materia, or to keep the item. This would act as an item sink in order to help keep up demand.
    (1)

  7. #7
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    As a completely new subject for Materia, I would like to see the the ability to level up Materia. I'm not sure what form this would take -- whether simply fighting while having the materia equipped or something more specific.

    This would do a few things:
    • Give players another task to do, yet another milestone to achieve.
    • Create a new market opportunity, for those people who wish to level up and sell "already leveled materia" (If materia can be removed from an item only be destroying the item, this creates as a side effect a continuing market for slotted items)
    • Creates the possibility for more unique customization and sense of achievement with regard to a character.

    In order to place some limit on people simply purchasing "max level materia", I would suggest that removing a materia from an item reduces its level by 1/2, or perhaps the total xp of the materia by half.
    (3)