Maybe I'm just tired (quite possibly T_T), but I can't find what you're talking about. Where does it mention this?
edit: nvm. my sleep-deprived eyes found it >_>
Maybe I'm just tired (quite possibly T_T), but I can't find what you're talking about. Where does it mention this?
edit: nvm. my sleep-deprived eyes found it >_>
Last edited by Sav; 08-27-2011 at 04:17 AM.
My word that sounds painful. This sounds like the kind of system where doing it on anything under rank 50 would be pointless though, and just be another thing that no one does until they close in on level cap. I cant see people wanting to waste good materia on anything other than equipment they'll be pretty much keeping for good, unless all materia is at the same kind of grade.
I'm keeping my fingers crossed that there wont be any SUPER AWESOME materia and that itll all be pretty standard and easy to acquire for people, perhaps having tiers based on the level group of the gear and not the gears individual rarity. That way we can just add our own personal touch of customisation (little bit of acc here, little bit of str there.) Otherwise it just turns in to another one of those things where everyone has to have the same best materia on the same best equipment, and if you dont youre 'lol'. IF thats the case then i could agree with losing your materia, because it shouldnt kill you to be able to get back what you want again, but losing the gear really is overkill.
SE are quite big on punishment though, i dread to think about what their 'dark side' of materia involves and how it could be any worse than losing your materia AND gear. It'd have to be something like killing every character on the server and deleting your account if you fail, or something. =S
actually with the different grades of materia id say that it will be used for every level equipment. R50 crafters will want to use only grade V while someone lower will use a lower grade and save the higher ones for later. What i see as the greatest benefit of materia is that you need to sacrifice gear to make it. this is going to make selling ALL gear worthwhile again.My word that sounds painful. This sounds like the kind of system where doing it on anything under rank 50 would be pointless though, and just be another thing that no one does until they close in on level cap. I cant see people wanting to waste good materia on anything other than equipment they'll be pretty much keeping for good, unless all materia is at the same kind of grade.
Same as it was in FFXI. There was a random chance you could blow up a synth. Often would lose the key parts. No different. Its called risk/reward. Also, its kind of a balancing act. Now people might not risk their best piece but might risk a second tier piece, that when materiaized, will actually be better than that top tier. Adds variety and risk/reward. Lets see how it works first.
No, its not the same as synthing on XI... Because we already have synthing in XIV and if you blow it, you're guaranteed to lose all your mats. And synthing could at least be assured by skill. Playing a game of roulette on your gear with all or nothing isn't the same at all. And believe me, once you're into it yourself and losing your own gear, the 'fun of the risk' will be gone before you can scream.Same as it was in FFXI. There was a random chance you could blow up a synth. Often would lose the key parts. No different. Its called risk/reward. Also, its kind of a balancing act. Now people might not risk their best piece but might risk a second tier piece, that when materiaized, will actually be better than that top tier. Adds variety and risk/reward. Lets see how it works first.
I've said it a million times.. MAKING PENALTIES DOES NOT MAKE UP FOR LACK OF CONTENT. THIS IS NOT FINAL PENATLY 15.. ENOUGH WITH THE PENALTIES, IT'S LAME.. All it proves, is that's SE's designers lack the ability to make content fun enough, so they make penalties instead.. FFS stop with the penalties.. It's not fun.. If you turn this game into a job "which is what your doing", I'll quit.. period..
I play games for fun, not for work.. Pay me and we'll talk about playing for work..
We don't know all the details, but it's a simple formulae. You can apply one powerful materia and be content that you are a good player and have adequate equipment. However, those hardcore players who have the time to invest into being "leet" can drop their risk into adding more materia to a weapon. If they fail they lose the weapon, as well as their materia, while you still contently have your materia equipped.
Suggestions I would put forward would be for second materia slot to be 90% success rate, or something along them lines, in order to balance it, and perhaps offer players the opportune to push more materia into their weapon. Again; we don't know the details, this could be the case.
Secondly having some form of Materia cap on weapons could also be imposed to stop 5xStage V Materia. Though I haven't read it through properly, this could already be the case.
Definitely seems like this system will only reward R50 crafters. Fortunately, as long as you have the cash, the crafting in this game is just mindlessly mashing that Standard Synthesis until your Progress, or Durability reaches the end, so it isn't hard to power level.
Although, in accordance with FFXIV's No Fun Allowed Policy, perhaps the luck rate will supersede everything else.
We've not been told the successive % failure rates for each piece of materia yet have we? If we have (and I've missed it) disregard my post.
If we haven't then by the response on the forums I guess people instinctively feel that the degradation goes 100%, 80%, 60%, 40%, 20%, which are sucky odds towards the end, hell even 60% is something I'd not bet on. However, for all we know it could go down 5% at a time, or 10%, always giving you slightly more chance to succeed than fail.
Though I agree the loss of gear AND materia is a bit on the harsh side (especially raid/dungeon gear that's a pain enough to get in the first place), I'm waiting to see the -% chance on each materia slot first.
That being said, I'd personally prefer a failed materia meld to of course destroy said materia, but instead of destroying your gear also to instead instantly drop its durability to 0% and tack a hefty cooldown on retrying, or an item debuff for X amount of time. This maintains the same concept as destroyed, or highly damaged, only your damned hard earned item is repairable, not lost, only borked. It stop rage quit (people will rage quit the game over this and less players = bad), it's a Gil sink and honestly it makes more sense from a logic standpoint. "Lemme add this fire enhancing materia to my robes... *WHOOOSH*, as nuts, I burned the sleeves off, lucky my intellect was high enough to stop the flames before it vaporized everything. Oh my robe is still searing hot, I can't concentrate on my spells as much. Mommy!"
Anyway, I'm on the fence until more information. I like risk/reward. But no one likes a disproportional amount of risk/reward.
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