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  1. #1
    Player
    Ravidrath's Avatar
    Join Date
    May 2011
    Posts
    33
    Character
    Ravidrath Astolph
    World
    Sargatanas
    Main Class
    Conjurer Lv 50

    Durability, Repairing and the Materia System...

    I think it's safe to say that the accrual of Attachment Points to generate Materia will require multiple repairs' worth of effort with a tool or weapon.

    After all, the concept is built on emotionally investing in a particular item over time- what better way is there to say "I Love You" to that special blade than to keep it in pristine and polished condition?

    This is going to be great for crafters and repairs, but I wanted to make a few requests regarding how Materia, item durability and repairs work together.

    1) Getting gear repaired by players should give you a worthwhile bonus to the generation of Attachment Points, preferably until your gear hits its first damage state.

    2) Gear repaired by the NPC should still be able to accrue AP at the normal rate.

    3) The stat penalties currently applied to damaged gear should be removed completely - instead, the penalty should be that damaged gear have slower AP gain rates, and critically-damaged gear gains no AP at all.

    There are two main reasons I think #3 is especially essential.
    1) Gear damage no longer has negative impacts on other players in your group.
    3) It flips the psychology of gear repair around - instead of making players worry about avoiding penalties, players are excited to actively seek benefits.
    Again, #3 is probably the most important thing for the big picture: right now, gear damage is a chore and burden on the game's core feature... multiplayer.
    (1)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Besaid
    Posts
    5,019
    How about attachment points accruing quicker based on how repaired your gear is?


    as for stat point/degredation, no, that should stay on broken gear, its part of what happens when gear isnt repaired

  3. #3
    Player
    Radaghast's Avatar
    Join Date
    Mar 2011
    Posts
    257
    Character
    Valkyra Gratia
    World
    Excalibur
    Main Class
    Fisher Lv 33
    Personally the system sounds good in concept but retarded in design depending on how it's done. If you have to equip old or non optimal gear all the time to get attachment points and fight in it, that's just following the same ol' game design that rewards failure.
    (1)
    Where the horsebirds at?!

  4. #4
    Player
    Tezz_Xivectro's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    594
    Character
    Tezz Xivectro
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I believe durability should be removed (at the very LEAST from accessories like alot of MMOs).

    Quote Originally Posted by Ravidrath
    3) The stat penalties currently applied to damaged gear should be removed completely - instead, the penalty should be that damaged gear have slower AP gain rates, and critically-damaged gear gains no AP at all.

    There are two main reasons I think #3 is especially essential.

    1) Gear damage no longer has negative impacts on other players in your group.
    3) It flips the psychology of gear repair around - instead of making players worry about avoiding penalties, players are excited to actively seek benefits.

    Again, #3 is probably the most important thing for the big picture: right now, gear damage is a chore and burden on the game's core feature... multiplayer.
    We'll have to wait and see how the materia system pans out. I actually agree with you, things need to SEEM more rewarding than they are OR not seem so negative in the first place.

    Psychological example:
    Repair NPCs should have repaired to 100% in the first place. While player-repaired bumps it above 100% OR just makes it not degrade as fast.
    I'd go with the former (above 100%) for this sake of this example.


    Durability, repairing & anything associated with it will hopefully not end up a second thought. Everyone seems to just be worried about other issues than something like this right now. I'm sure it'll come to light once SE starts "fixing" and addressing higher priority targets.
    (0)

  5. #5
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Ravidrath View Post
    There are two main reasons I think #3 is especially essential.
    1) Gear damage no longer has negative impacts on other players in your group.
    3) It flips the psychology of gear repair around - instead of making players worry about avoiding penalties, players are excited to actively seek benefits.
    Again, #3 is probably the most important thing for the big picture: right now, gear damage is a chore and burden on the game's core feature... multiplayer.
    Yeah, while I see what the devs were trying to do with the economic and crafting-centric reasons for implementing the repair system, it does have a detrimental influence on a lot of other parts of the game.

    I agree with making the incentive to repair rely more on bonuses rather than penalties. Functionally, it will be a little similar, but the mindset behind bonuses is more positive. Sort of similar to making surplus be designed around a rested SP bonus, rather than a fatigue penalty.
    (0)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Name of the game is simple. A player-driven suggestion has to
    Make perfect sense.
    Be simple.
    Be easy to implement.
    Have definite benefit.

    Devs aren't going to pay much attention to convolution entanglement ideas. It's just too exhausting.
    They really jump at those simple, clean, efficient, effective solutions.

    An entire proposed system just makes them cringe at how much work they already have to do.

    This'n would need simplified and cleaned up.
    (0)