
Originally Posted by
Verence
I'm... immensely disappointed with the system, to be honest. It's precisely the same sort of thing that's been in many MMOs for years, and all it translates into is an endless, frustrating grind. I'd thought the dev team had stated they were focusing on making XIV less "grind oriented", but if so this is definitely a huge leap in the wrong direction.
While I understand the appeal and benefit of making crafted wares more desirable, consider that all those crafters have jobs with gear they'll want to imbue materia with as well. So, crafters benefit but everyone feels the pinch. Not to mention the whole "progressively more difficult as more materia is added" thing - combine this with total material loss and unless the success rate is quite generous, what we have here is a recipe for endless grinding with dubious payout. They are essentially asking players to gamble with many hours of their time for potentially (or probably, dependent on success rates) no reward whatsoever all in the faint hopes of incremental improvement.
I've seen this in other MMOs and while it's not a dealbreaker and rarely leads to screen-smashing fits of rage... It is very tiresome, and very annoying. I was delighted to have left it behind, but alas, the materia system seems to have fallen to the oh-so-common trap of MMO thinking: "If we give the players more to do, they'll play more!" True. However, all this is accomplishing is giving the players the same thing to do. Over. And over. And over. And there's probably a good chance they will have absolutely nothing to show for it. Giving players more to do is always a good idea as long as it's fun and rewarding. I'm having doubts about both of those with this system.
Don't get me wrong, setbacks are often part of a complete process and certainly have their place - but smashing up all of a player's hard work and saying "Go start over" is just flipping them one big middle finger - especially if they're upgrading + items. What this system accomplishes is discouraging risks and preventing players from using an upgrade system to its full potential.
If the success rate bonus for higher end slots isn't too punitive and the time taken to convert gear to materia isn't overly long, I won't have too many issues with the system. But, honestly, I sort of doubt it'll be that way. I'm expecting a huge disappointment.