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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Onisake View Post
    [snipped for space]
    I left in spirit binding gear and weapons because its good for the economy - since crafters can make gear to change into materia materials in my system. this doesnt mean essences can -only- come from these places, however they should be a main source to keep crafters jobs . We dont want to have homeless crafters lol. Also I think that other ingredients non essence would be great to come from other sources, like gardening as you said - its just important that we keep a form of spirit binding for the economy.

    If you remove that then you have removed a fairly large chunk of the economy.

    I understand your feelings though - somewhere in my post I say "I wish to remove this part, but the repercussions would be too great".

    Near the end I also mentioned getting materia from monsters, quests, and the things similar. So the only way is not from crafting (though the major source except for some unique named materias should be from the players - to keep the economy turning).

    Since this system lets you equip materia at any time a low level quest or monster could reward weaker materia you could use immediately and take with you with and over time level up - materia level up maybe I didnt specify but yes I think they should go with EXP (or perhaps specific actions for rare materia like a blood materia would require you to kill X monsters regardless of exp reward).

    This system easily allows for rare ex materia's as you could add and remove them (hence putting it into something doesnt screw you to that weapon till you get rid of it).

    I think this is what you were talking about.

    Yes I would like materia to be special so we have to prevent a surplus, hence there will be time elements, and a lot of personal effort. Obviously exact values would be easiest to discuss if we actually had a testing bed. So I left things somewhat vague as values would be known best from testing.

    I also want each tier to be progressively harder to get - so people really go WOW!! when they see a max tier materia. Since they dont break, this wont be a problem as if you did it in the system currently in 1.0 (current system falls apart in some aspects, and is ready to fall apart in others).


    Thank you for the reply btw! ^_^
    (0)
    Last edited by Shougun; 09-28-2012 at 05:07 AM.

  2. #2
    Player
    Khazar's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    194
    Character
    Khazar Karnak
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    I would like more safe materia melding slots and that you play the "forbidden" materia melding starting at the third materia for example, so you can double meld things with 100% chance, this would make easy and fun to make equipment with a good diversity or combo of stats and start the hardcore rewarded improvement of the piece with the third melding, so for hardcorism it still be possible to play with the chance three more times.
    (1)

  3. #3
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Khazar View Post
    I would like more safe materia melding slots and that you play the "forbidden" materia melding starting at the third materia for example, so you can double meld things with 100% chance, this would make easy and fun to make equipment with a good diversity or combo of stats and start the hardcore rewarded improvement of the piece with the third melding, so for hardcorism it still be possible to play with the chance three more times.
    The current system cant handle that kind of change, it would mess up things. Saturation would happen for a little while but then players would stop making those items because they were no longer profitable. while saturation would be temporary the incentive to crafting would be lessened as they would lose a money source.

    Thing is you would still want to break your item, adding more safe slots wouldn't do anything in the long run besides inflate stat numbers.

    Read first page, make new comments.
    (0)

  4. #4
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Materia and gear breakage as it is runs the flow of the game. Crafters always have things to make because people are always breaking / melding gear.

    If you give us "Safe slots" the market will become oversaturated in a matter of moments. FFXI had this issue even with materials being painfull to gather for the best gear the result?

    NQ gear became useless and HQ gear shot in price insanely high to make any kind of profit.
    (0)

  5. #5
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    - Increase the chance for additional melds on HQ items another 5% or more.
    - HQ items when converted should give improved odds of higher tier materia.
    - HQ items should also give consistently higher (at or near max) parameters.
    - Allow Unique/Exclusive Gear to be melded with a single materia each.
    - The maximum number of melds should be proportionate to the item's size
    - Remove catalysts, or refund them when taking materia out of an item
    - Allow us to select individual materia to remove from an item
    - Safe removal of materia from items, please.
    - Limit the kinds of materia gained from each category - it's enough that the tier and quality is totally random without having to hope for 1 out of 8 or more possible outcomes. Being able to actually pick what kind we get would be nice, but probably unbalancing.


    Also, what about gear specifically designed for melds? As in, they're relatively plain on the their own, but gain unique buffs when melded with materia? I think that'd be a neat way to create new kinds of "set" items.


    The only other thing I'd like to say is, even though the odds are really bad, and it would take a lot of luck and time/money, it really does bother me that an item with 5x Tier IV melds can vastly outperform even a Relic Weapon. It honestly just rubs me the wrong way that it's even possible to obtain something silly like a belt with +350 HP... or a pair of pants with +80 critical hit rate etc.
    (1)

  6. #6
    Player
    moriandrio's Avatar
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    Jul 2011
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    Character
    Mayoi Hachikuji
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    whats the point discussing a materia system that never gonna happen?
    (0)

  7. #7
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
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    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by moriandrio View Post
    whats the point discussing a materia system that never gonna happen?
    Community Representative comment says otherwise. (Not that a system will happen, but at least that player thoughts are being passed along)
    (0)

  8. #8
    Player
    Ladon's Avatar
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    Aug 2012
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    570
    Character
    Resa Nome
    World
    Hyperion
    Main Class
    Paladin Lv 90
    For a suggestion that I think can help the current system without a huge overhaul; materia needs to be able to be leveled up through the spirit bond system. The problem is that for the most part anything but tier 4 materia is pretty useless and attempt to spirit bond anything but over level 41 gear a waste of time.

    They need to allow for a slotted materia to grow to the next tier after a significant amount of spirit bonding is accumulated on the piece of gear its bound to. Getting materia through each tier would take a good amount of time so those that wish to save time can still play the RNG game and get high tier materia instantly from high level conversion but this would also give another avenue for people to gain the materia they want without the need for tremendous luck or gil.
    (0)

  9. #9
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Ladon View Post
    For a suggestion that I think can help the current system without a huge overhaul; materia needs to be able to be leveled up through the spirit bond system. The problem is that for the most part anything but tier 4 materia is pretty useless and attempt to spirit bond anything but over level 41 gear a waste of time.

    They need to allow for a slotted materia to grow to the next tier after a significant amount of spirit bonding is accumulated on the piece of gear its bound to. Getting materia through each tier would take a good amount of time so those that wish to save time can still play the RNG game and get high tier materia instantly from high level conversion but this would also give another avenue for people to gain the materia they want without the need for tremendous luck or gil.
    RNG must die.

    :P, however the rep post in this thread did say they are going to make melded gear and hq gear give better results when breaking. Though I'd like them to get rid of the whole RNG crutch, its just ugly.
    (1)

  10. #10
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I think for crafters to continue to sell stuff, items must break. But instead, i think they should have a chance to break, and not just break 100% of the time on failure, along the lines of if you are lucky, it wont break.

    I hate materia tiering system too. They should get rid of I II III IV tiers and make it 1 tier. We went over things that waste inventory space a long time ago, and materia tiers became one of them. Strength of no-tier materia should depend on the level of the item you converted, and no longer have micro adjustments at lower levels (which also waste inventory space). For example, Strength materia should have:
    2 str for lvl1-10 gear conversion
    5 str for 11-20 gear
    10 str for 21-30 gear
    15 str for 31-40 gear
    varying 18-20 str for 41-50 gear
    To go a long with this, have only one level of matter to, the same tier matter gathered from Grade 1 node to Grade 5, and all materia created can be melded to any level of gear.

    As op said gear should have a certain amount of slots based on what it is. Unique/Utradable (I play XIV, not XI xD) Blues should have 1 slot, Unique/Untradeable Greens should have 2, NQ Crafted should have 3 slots, and HQ crafted 5. I also believe the 'Unique' status should be removed from most items because of how gearsets are going to work in ARR, and especially from those that can be traded for seals in ARR. They should all become vendorable as well.

    In ARR it was said that one multi-meld piece of equipment will have much less of an impact than it does now. In light of this, they should improve double melding success rates at ARR launch.
    (1)
    Last edited by Reika; 09-28-2012 at 01:58 PM.

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