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  1. #11
    Player
    Ilethius's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    263
    Character
    Ilethius Tarraban
    World
    Moogle
    Main Class
    Marauder Lv 6
    Quote Originally Posted by Venat View Post
    Hows that harder...? Its easyer read again troll.
    Easier for you as you came up with the idea!

    The way you have written it sounds more complicated than the current system we have now. I dont think they need to change the way materia works, I think they need to change the way gear works with materia. Currently materia is overpowered pushing out the rare u/u gear as its inferior to a high tier piece of gear with one IV materia equipped. This leads to no one running DH or farming HNM's as there is little to no point of doing this.

    If they do change materia my idea (also mentioned elsewhere on the forum) is a system to meld materia together, so a system where 2/3/4? pieces of materia can be added together to form a better piece of materia. So something like - Strength I + Strength I (both with +1 stats) = Strength II (+2 stat or maybe random the stat upon creation?). For melding high level IV materia make it so it doesnt increase in tier only in HQ so adding 2 Strength IV together would produce a Strength IV +1. Scale the % success down depending on the tier of materia used, so lvl I materia is 80%, II 60%, III 40% and IV 20% etc etc
    (0)

  2. #12
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    Plain and simple, I like the system we have now, and I hate the OPs idea.
    (1)

  3. #13
    Player
    Arik's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Arik Viceroy
    World
    Excalibur
    Main Class
    Carpenter Lv 50
    Morning.

    My 2 Gil.

    They should have made all the U/U gear (Darkhold-Ifrit...) automatically turn into the best tier IV materia, and still have the random chance to make a tier IV materia that we do now.
    This way, people still run/farm Darkhold gear with a purpose, and will be less likely to balk at the idea of trying to double or triple meld, knowing that they can run the dungeon again, spirit bind the materia, and start their melding process again.

    My understanding of the entire materia system was that it was a dual purpose system. It gave players the ability to customize gear the way they see fit, and it effectively removed gear from the game.

    Now, because we lvl from 1-40 so fast, there is very little incentive to meld any gear that is lower than lvl 40, so hardly anyone does it. The gear that is getting double and triple melded....and subsequently blown up....is the lvl 40 and higher gear.
    No one is going to even attempt double or triple melds with lower tier materia simple because one can gaurantee similar results with a higher tier materia.

    Bottom line is, we should be encouraged to blow up as much materia as possible.
    We can keep the penalties, but need to have the assurance that we can reasonably get our hands on more materia if/when we fail a meld attempt.

    I think that this would also open the door to making job specific gear content much more challenging, and the gear much more powerful.

    Thoughts?
    (0)

  4. #14
    Player
    ninesunz's Avatar
    Join Date
    Aug 2011
    Location
    U-DA!
    Posts
    339
    Character
    Nine Sunz
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    A system i would like to see is:

    Make the gear that can accept a certain number of slots
    Crafters while crafting can control the amount of slots they are attempting to make, the more slots the higher risk, with maximum 5 slots.

    Materia should be little tougher to create/obtain (SP is far too ez). There should be a system where you can try to get a certain tier of materia along with an associated risk, resulting in a loss of materia upon fail.

    Slots are Materia dependent? (str slot, dex slot, atk slot etc) - maybe a bit too complicated

    Melding materia should be 100%
    slot #1 should take only tier I
    slot #2 tier II or tier I
    slot #3 tier III or II or I
    slot #4 tier IV, or III or II or I
    slot #5 tier IV, or III or II or I

    Currently I don't like how you can lose gear and materia when attempting to meld. I rather put the loss during creation of multiple slotted gear or creation of materia.
    (2)

  5. #15
    Player
    WiiSam's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    222
    Character
    Wii Sam
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Although the current system is pretty cool, I love the OP's idea A LOT more. Thumbs up!
    (0)

  6. #16
    Player

    Join Date
    Jul 2011
    Posts
    11
    Quote Originally Posted by ninesunz View Post
    A system i would like to see is:

    Make the gear that can accept a certain number of slots
    Crafters while crafting can control the amount of slots they are attempting to make, the more slots the higher risk, with maximum 5 slots.

    Materia should be little tougher to create/obtain (SP is far too ez). There should be a system where you can try to get a certain tier of materia along with an associated risk, resulting in a loss of materia upon fail.

    Slots are Materia dependent? (str slot, dex slot, atk slot etc) - maybe a bit too complicated

    Melding materia should be 100%
    slot #1 should take only tier I
    slot #2 tier II or tier I
    slot #3 tier III or II or I
    slot #4 tier IV, or III or II or I
    slot #5 tier IV, or III or II or I

    Currently I don't like how you can lose gear and materia when attempting to meld. I rather put the loss during creation of multiple slotted gear or creation of materia.
    This is a bad idea, at least where the economy is concerned. What you'll end up with is Gear being destroyed but no way for materia to be taken out of the game. So in the end you have these shiny worthless rocks. With the current system both gear and materia taken out of the equation. Not that you won't lose materia during the fusion, but I just don't see it being as effective.

    Two things though I think this thread has had in it though that I would enjoy. An ability to make tougher materia through fusing them (with hopefully an associated risk) and the ability for Materia to level once equipped. I think it would be pretty bad-ass to see your weapons grow with you through materia.
    (0)
    Go to http://gnt-rants.com for a blog with rants about gaming and technology. Sometimes anger is the appropriate response.

  7. #17
    Player
    ninesunz's Avatar
    Join Date
    Aug 2011
    Location
    U-DA!
    Posts
    339
    Character
    Nine Sunz
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by WolfMoonstrike View Post
    This is a bad idea, at least where the economy is concerned. What you'll end up with is Gear being destroyed but no way for materia to be taken out of the game. So in the end you have these shiny worthless rocks. With the current system both gear and materia taken out of the equation. Not that you won't lose materia during the fusion, but I just don't see it being as effective.

    Two things though I think this thread has had in it though that I would enjoy. An ability to make tougher materia through fusing them (with hopefully an associated risk) and the ability for Materia to level once equipped. I think it would be pretty bad-ass to see your weapons grow with you through materia.
    Good point, no materia destruction balance...
    I just don't like the gear being destroyed with the materia, it's really a pain. I'd like it better if SE could separate the loss of gear and materia and not put it at the single point of melding.

    I like the leveling materia idea if some sort of quest line with boss battle or gather keyitems from NMs or something to level the materia up. If its based on xp gained it'll be boring -_-
    (0)

  8. #18
    Player
    Radav's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    102
    Character
    Radav Qadav
    World
    Hyperion
    Main Class
    Lancer Lv 50
    I suggested they do something like this in another thread. I agree the materia system we have now is a good platform to build on but we could have something much more fun then this RNG type system. I thing the idea of allowing crafters to try and attach a certain number of slots to gear is a very good one.

    I also would welcome a system where materia could grow. I would suggest some kind of system that could be similar to achievements except it centered around a "new" adventuring guild tasking you with killing NMs. The harder the NM taken down the more points you get to put toward the materia growth with primal fights or darkhold being the largest rewards. I'm just trying to think of something new contentwise we can add to the game that might not be too much work for the devs. They could add a few new HNM that roam around to spice it up and then have the guild give out daily quests that rotate through a variety of the game's current content. ( I know this is directly based off WoW but maybe someone smarter and more creative then myself can spruce it up even more and make it worthy of the Final Fantasy name.) I thought the monster hunting guild in FFXII was something that would be a good basis for this idea.
    (0)

  9. #19
    Player

    Join Date
    Jul 2011
    Posts
    11
    Quote Originally Posted by ninesunz View Post
    Good point, no materia destruction balance...
    I just don't like the gear being destroyed with the materia, it's really a pain. I'd like it better if SE could separate the loss of gear and materia and not put it at the single point of melding.

    I like the leveling materia idea if some sort of quest line with boss battle or gather keyitems from NMs or something to level the materia up. If its based on xp gained it'll be boring -_-
    To tell the truth I would like to see two new types of Materia. Unique materia that give stats you can't get elsewhere or can be melded to atypical slots (the kinds you can only get from HNM's or crafted gear that used HNM mats that you have to spiritbond) and Job/class specific materia that really only has a benefit for a particuler class/job (so stuff like cooldown reduction for a skill or a trait boost).

    Of course you'd still need a crafter to get involved, hopefully they would also have melding similar to repairs if they came out with something like this.
    (2)
    Go to http://gnt-rants.com for a blog with rants about gaming and technology. Sometimes anger is the appropriate response.

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