I think it would be cool if HQ gear could play more of a role in stable materia slots. Like we have NQ 1 slots, then regardless of HQ 1-3 there doesn't seem to be any difference, at least from what I've seen.
It would be cool if perhaps one of the two would be possible
NQ=1 materia 100%
HQ1=2 materia 100%
HQ2=3 materia 100%
HQ3=4 materia 100%
Though since that does sound OP the other thing that comes to mind is perhaps
NQ=base
HQ1=50% increase (ex= 30% is now 45% chance of success)
HQ2=100% increase (30% is now 60%)
HQ3=200% increase (30% is now 90%)
The second idea would fit more into SE's risk/reward factor while adding a slight increase to success rate but allowing HQ gear to be more wanted for those that may only be willing to try for 2 materia ina piece of gear.
The other idea is when it comes to spiritbond increasing it would be cool if they made it where HQ gear bonds faster then NQ basically in the essence of
NQ=base
HQ1=2x faster
HQ2=4x faster
HQ3=6x faster
For me as it stands now it doesn't appear as if HQ gear really offers any benefits other thena miniscule gain of stats. If it was more integrated in the materia system I feel it might lead to a more thriving economy.
It's possible they might have something like this planned in the future but I do hope they have plans to have HQ play more of a role in being effecting with spiritbonding and mending materia to them to actually more HQing more useful then it appears to be atm.
I agree with the notion of making HQ gear hold an advantage over its NQ counterparts regarding Materia, but those probabilities are really high, haha.I think it would be cool if HQ gear could play more of a role in stable materia slots. Like we have NQ 1 slots, then regardless of HQ 1-3 there doesn't seem to be any difference, at least from what I've seen.
It would be cool if perhaps one of the two would be possible
NQ=1 materia 100%
HQ1=2 materia 100%
HQ2=3 materia 100%
HQ3=4 materia 100%
Though since that does sound OP the other thing that comes to mind is perhaps
NQ=base
HQ1=50% increase (ex= 30% is now 45% chance of success)
HQ2=100% increase (30% is now 60%)
HQ3=200% increase (30% is now 90%)
The second idea would fit more into SE's risk/reward factor while adding a slight increase to success rate but allowing HQ gear to be more wanted for those that may only be willing to try for 2 materia ina piece of gear.
The other idea is when it comes to spiritbond increasing it would be cool if they made it where HQ gear bonds faster then NQ basically in the essence of
NQ=base
HQ1=2x faster
HQ2=4x faster
HQ3=6x faster
For me as it stands now it doesn't appear as if HQ gear really offers any benefits other thena miniscule gain of stats. If it was more integrated in the materia system I feel it might lead to a more thriving economy.
It's possible they might have something like this planned in the future but I do hope they have plans to have HQ play more of a role in being effecting with spiritbonding and mending materia to them to actually more HQing more useful then it appears to be atm.
Main thing putting me off going beyond 2 is potential level cap increases making the gear trash. But maybe they will add tier 5 materia when the cap goes up. Either way I will never attempt to go past 3, even with a large bank balance you'd be retarded to try.
FFXIV: ARR item database, ability lists, maps, guides, dungeon loot lists and more. - http://www.ffxivinfo.com
I can't see the gear becoming trash even with level cap increases. If you can attach 4-5 high tier materias to an item you'll be on top of the world for a long time...
first of all, pretty sneaky of SE to devise a way to remove some of the absurd amount of gil from the game. I know this patch has already cost me a few millioni in gil.
second, I like the way forbidden materia works, but I'd like to add that I think the percentages should be able to be increased by the crafting stats of the person. Stay with me on this thought for a second. If a person has a level 50 craft, and if the HQ system is going to be changed with 1.20, what benefit does adding crafting materia onto your gear have really? I can't think of a reason. Now if they changed it so that control and craftsmanship could increase your forbidden materia chances, then there would be a real reason for level 50 crafters to focus on getting the best crafting gear possible.
I can also see perhaps a grand company piece like the Patriot Choker that adds percent points to forbidden materia chances. I don't want the 3rd through 5th materia pieces to be easy by any strech of the imagination, but it would be fun to add a little challenge and incentive for those seeking this power.
what if there were an item to increase the success rate by 5%, but it is a 1 time use only item.
Then you could increase a 1% to 6% to make it manageable.
The trick would be that the increasing item is tough to obtain (like Kirins Osode tough, not ridiculous, but requiring some doing).
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http://forum.square-enix.com/ffxiv/threads/145190-Dungeons-Opening-Up-To-Explore
Make it happen.
You buy them off people who are looking to make a quick buck and aren't interested in attaching multiple materia.That means that if you fail on the 2nd attachment you are basically throwing away 3 whole items, and not just 3 made items but 3 items you had to put significant effort to grind spiritbond.
Doing this time-consuming process by yourself when people that don't see much value in keeping theirs want to get rid of them for some gil would be quite a dumb move. But to each his own.
Last edited by Betelgeuzah; 10-25-2011 at 06:07 AM.
That has nothing to do with the point or you're forgetting some critical points.
First, spiritbond is wiped if an item is sold. Meaning you can't buy a spiritbonded item already. So you've still got the time investment to grind spiritbond on 2 items.
Second, even if the items are normal quality being made and sold for a quick buck, that's a pretty big gil investment. On my server high end armors still go for around 100-300k gil.
With an expected value of 12 items per dual materia, you're talking 1.2-3.6 million gil to even MAKE a high end item. Add in another materia and you're up to an expected what, 16.8 to 50.4 million gil.
I know the system is in place to reward the hardcore, but I don't think there's anyone that exists that is hardcore enough to deal with the grind of spiritbond on 57 items. Let alone grinding spiritbond on whatever the expected value of 4 materia would be (easily in the several hundred).
Statistically speaking we will probably never see a 4 materia item in the game, ever, unless it's something with cheap materia that you can buy for ~100 gil.
Aside from the post being incoherent. People play "fruit machines" (slots, I assume) because they're easy with a low chance of winning. I.E. the lottery.you are right, this system does seem very punishing. but it is ment to be. if you are will to try and get a 3 materia item, then its going to cost u alot of money in atemps, this is how its sposed to be its a money sink. its designed to fail more than it wins. but the wins are a great reward such it entice you to try. like a fruit machine every1 knows that it don't pay out often but that don't stop ppl putting money to try and win. why? coz big reward if u do win. the problem with ff14 is to many ppl are too rich and have nothing to spend there money on. now they do. normal everyday ppl like me can look forward to a one piece materia item. but the super right will strive for that thing alittle special. this is the way the world works, if you are that rich person that is spending alot of money trying to make a 4-5 materia slot item, then don't complain when it fails coz there are ppl that would love to make a 2 slot item, so think of the little ppl. and if u are like and can only aford a one slot. don't complain that the rich get better than us. coz look around in real life this is how the world works my friends :P
The problem with the comparison here, and what a lot of people are forgetting, is that this isn't a simple lottery. You're talking betting seriously high value things with an insanely low chance of return. No one in their right mind would buy a $10,000 dollar lottery ticket in real life. Even if the chance of return was similar to the chances in this game (i.e. 1 in 50 to 1 in 30,000).
And to top it off, not only are you gambling with super high stakes things, they're things you had to spend a significant amount of gil to buy or effort to make.
Last edited by Hachiko; 10-25-2011 at 06:19 AM.
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