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  1. #71
    Player Andrien's Avatar
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    Mar 2011
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    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    The dev team should revamp the materia system.



    Add more interesting materia similar like in FFVII

    Add Materia slots. Number of slots available depends on the equipment level, and rarity.

    Should have a cost value for equipping certain materia as well. Like if its a materia that boost your magic attack potency, it should lower your HP by a reasonable amount.
    (3)

  2. #72
    Player
    Ricky's Avatar
    Join Date
    Mar 2011
    Posts
    778
    Character
    Azran Hayat
    World
    Excalibur
    Main Class
    Marauder Lv 80
    Like many others, I agree and like your ideas. But this is an MMORPG and so in order to keep players paying every month they must continue with random materia created with a gamble to ensure it takes the maximum possible time to get "the best" items
    (0)

  3. #73
    Player
    Orca's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    81
    Character
    Misha Evans
    World
    Balmung
    Main Class
    Gladiator Lv 60
    Id like to see something similar to FF7's materia, definitely. The materia system in XIV kinda alienates me and a lot of people i know, i generally get the feeling that i just dont want to involve myself with it.

    Although im sure im in the minority here, what i would love to see is this;

    1: Abolish the creation of tier 2,3 and 4 materia. Make all newly converted materia tier 1, with the stats dependant on the converted items level and quality. (and static, not randomly generated, so all lv 10 harness produce strength +1, all lv 50 harness produce strength +6/HQ +7) The rarest materia should come from items crafted with primal/HNM mats.

    2: Make materia equippable/unequippable by anyone, at the cost of one catalyst to equip an orb, and no penalty or loss when unequipping one. Get rid of meld risks and allow materia to be equipped on any piece of equipment, but with less slots. ie, white/common: 3 slots, green/uncommon: 2 slots, blue/rare: 2 slots, gold/legendary: 1 slot. And probably only let tier 4's be equipped to rare and legendary equipment, so common/uncommon can only stack tier 3 at lv 50.

    3: Allow materia to level up as you fight with it. Each level up adding a static amount to its base stat + bonus random amount (could be an amazingly high bonus, could be okay, could be 0.) Let it level up with the player at lv 10, 30 and 45 (tier 2,3,4) so a new player can get their first materia at lv 10 and it can grow with them through the game.

    4: Instead of losing gear to melding with those low success rates, enable the fusing of materia via crafters. Id love it if we could fuse two tier 4's in to a new tier 1 with the originals combined stats, then level it up. (or if the best materia could only be made via fusion recipes.) The amount added to the materia from its static level ups would have to be reduced a bit but they could let you fuse it with another orb up to 3 times. They just need to use the current double, triple and quad meld success rates for this respectively, so people can still work hard to build godly materia, but every attempt has the chance to destroy both the orbs theyre trying to fuse. And if you fuse something amazing, you might get even luckier with a good random bonus to its level ups. =D
    (5)
    Last edited by Orca; 07-31-2012 at 11:29 PM.

  4. #74
    Player
    Keres's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Taja Shin
    World
    Excalibur
    Main Class
    Samurai Lv 70
    This discussion apparently has been done to death, but what the hell, I'll thrown in my personal opinions just in case SE reads this thread. The materia system has a couple specific things that irk me about it right now:

    1. The stat budget of materia is extremely high compared to the stat budget granted to the base gear stats themselves. It feels odd to have the materia be almost the only thing that matters when determining the total stats of an item.

    2. Double melds seem to be becoming the "expected" norm for all players to achieve. Coupled with the top-to-bottom RNG-based nature of the materia system, this can become frustrating for players who aren't rolling in gil and can't afford to lose millions on failed melds. Could there be some way to reduce or eliminate the RNG aspect, but to increase the cost of materia acquisition and melding to compensate? (Perhaps something like increased spiritbond time, increased rarity of melding catalysts, introducing some other sort of cost to the melding process, etc.)
    (0)

  5. #75
    Player
    Onisake's Avatar
    Join Date
    Mar 2011
    Posts
    372
    Character
    Naomi Onisake
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Orca View Post
    Id like to see something similar to FF7's materia, definitely. The materia system in XIV kinda alienates me and a lot of people i know, i generally get the feeling that i just dont want to involve myself with it.

    Although im sure im in the minority here, what i would love to see is this;

    1: Abolish the creation of tier 2,3 and 4 materia. Make all newly converted materia tier 1, with the stats dependant on the converted items level and quality. (and static, not randomly generated, so all lv 10 harness produce strength +1, all lv 50 harness produce strength +6/HQ +7) The rarest materia should come from items crafted with primal/HNM mats.
    I agree with this. but we don't' necessarily have to do away with tiers.

    a Tier 1 materia can grow from +1 STR to +10 STR as you spirit bond it. fill the gauge once, +1 becomes +2. fill it again +2 becomes +3. etc. etc.

    Quote Originally Posted by Orca View Post
    2: Make materia equippable/unequippable by anyone, at the cost of one catalyst to equip an orb, and no penalty or loss when unequipping one. Get rid of meld risks and allow materia to be equipped on any piece of equipment, but with less slots. ie, white/common: 3 slots, green/uncommon: 2 slots, blue/rare: 2 slots, gold/legendary: 1 slot. And probably only let tier 4's be equipped to rare and legendary equipment, so common/uncommon can only stack tier 3 at lv 50.
    This i do not agree with. I do like the idea of a set number of slots per item, though. +1 stuff could come with an additional materia slot in some cases.

    I despise with a passion the 'gamble' system of melding right now. losing both the materia and the item is just too harsh. I myself will not go past a single meld and opt for gearing up with GC equipment and buying a double melds for stat caps.

    I think certain materia going on certain gear is fine. This keeps things more balanced IMO.

    My understanding is SE wanted crafting to be it's own class. and not just something you do on the side. This is one reason they play such a big role in hamlet. it's possible that they will continue to play big roles in other content such as PvP.

    I have no problem with them being heavily tied to the materia system.

    Quote Originally Posted by Orca View Post
    3: Allow materia to level up as you fight with it. Each level up adding a static amount to its base stat + bonus random amount (could be an amazingly high bonus, could be okay, could be 0.) Let it level up with the player at lv 10, 30 and 45 (tier 2,3,4) so a new player can get their first materia at lv 10 and it can grow with them through the game.
    I like this idea. it makes spirit bonding more worthwhile.

    I do not like the 'random amount' I'd prefer to set it by tiers. IE: Tier 1 materia grows slower than Tier IV materia. so the level 20 or so sword you put a Tier 1 on can hold you over till you get rid of it. but gearing for end-game can require that Tier IV materia you really want to grow with.

    This would also open up materia that can enhance abilities. it can start with a small bonus and increase over time as you work on it. similar to meriting in FFXI.

    Quote Originally Posted by Orca View Post
    4: Instead of losing gear to melding with those low success rates, enable the fusing of materia via crafters. Id love it if we could fuse two tier 4's in to a new tier 1 with the originals combined stats, then level it up. (or if the best materia could only be made via fusion recipes.) The amount added to the materia from its static level ups would have to be reduced a bit but they could let you fuse it with another orb up to 3 times. They just need to use the current double, triple and quad meld success rates for this respectively, so people can still work hard to build godly materia, but every attempt has the chance to destroy both the orbs theyre trying to fuse. And if you fuse something amazing, you might get even luckier with a good random bonus to its level ups. =D
    if they did this i'd like to see a new crafting class. or maybe tie it to alchemy and require the two materia and a catalyst (maybe something rare like philosophers stones for the highest level of materia)

    when combining materia the bonuses shoudl be lower. IE a pure STR should grow higher than a STR/VIT. and a STR/VIT shoudl grow higher than a STR/MND/ENM+
    (0)

  6. #76
    Player
    Colino's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,327
    Character
    Colino Nyea
    World
    Omega
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by TimonLoon View Post
    Thats just it though... The benefits won't be massive in the future because they are making the bonuses from materia equivalent to the bonuses from gear (lesser effect). No point in keeping it how it currently is.

    Has ANYONE seen a 5x melded piece of gear with non-shit materia? No, I didn't think so. So whats the point of having that option if it's not possible.
    Well I sort of agree with you. I think the crafter's skill or stats should influence extra meld chances to some extent rather than being completely RNG.
    (0)

  7. #77
    Player Mijin's Avatar
    Join Date
    Oct 2011
    Posts
    879
    Character
    Mijin Gakure
    World
    Sargatanas
    Main Class
    Goldsmith Lv 60
    In 2.0 they are pretty much making Materia useless, and no, I'm not happy about it.

    Quote Originally Posted by Camate View Post
    Snurble here in your thread~!

    I wanted to give you some details on what's being planned for stats in A Realm Reborn.

    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.
    (1)

  8. #78
    Player
    morpheus's Avatar
    Join Date
    Mar 2011
    Posts
    246
    Character
    Morph Eus
    World
    Hyperion
    Main Class
    Carpenter Lv 90
    Melding is not fun for me. I'm one of the unlucky people who have no luck with melding at all. Took over 1200 materia to get my gamblers crown and spent over 20 mil just trying to get a double meld heavens fist on felt bracers, ended up having to buy them. Any time i sit down to do a double tier 4 meld it always takes least 15+ tries and generally some where in the mid 20's i will get a double meld. At the same time i watch people get back to back double melds and triple melds with really no gil investment at all. The melding system imo is WAY to much rng. SE could do better than this if they sat down and tried.
    (1)

  9. #79
    Player

    Join Date
    Apr 2012
    Posts
    288
    Getting the money to buy the materia / or getting lucky on a convert should be the only RNG in this entire process.
    (0)

  10. #80
    Player

    Join Date
    Apr 2011
    Posts
    143
    Quote Originally Posted by Mijin View Post
    In 2.0 they are pretty much making Materia useless, and no, I'm not happy about it.
    they are making it gimper- but without it it means you're gimp C.c..
    what's better then 0???--->>>> +1
    (0)

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