RNG is a required evil for a mmo to have longevity. Even the great and mighty WoW relies heavilly on RNG mechanics, you can't just cut out the element of luck without drastically shortening the staying powerof content.
RNG is a required evil for a mmo to have longevity. Even the great and mighty WoW relies heavilly on RNG mechanics, you can't just cut out the element of luck without drastically shortening the staying powerof content.
Its not a required evil - we have had this same conversation in this same thread before.
RNG creates averages - you can force averages without RNG and have the exact same over all effect. RNG is not required.
I must disagree, taking all chance out of the system will make it extremly short lived no matter how time consuming you think it will be. People will eventually hit a platue and just crank the stuff out endlessly and eventually flood the market without the loss of gear and materia.
In such a system items are created but never removed from the game slowly building in supply (Or quickly as I assume) eventually leading to the death of the content itself being of importance for the average player to do so because veterans have crushed the market for it.
Content being outdated is natural, that is why the game will have to introduce new content at interval.I must disagree, taking all chance out of the system will make it extremly short lived no matter how time consuming you think it will be. People will eventually hit a platue and just crank the stuff out endlessly and eventually flood the market without the loss of gear and materia.
In such a system items are created but never removed from the game slowly building in supply (Or quickly as I assume) eventually leading to the death of the content itself being of importance for the average player to do so because veterans have crushed the market for it.
The materia rate from I to IV would be much slower in my suggested system - but I do see if no new materia tier was added for a long time then that top tier would slowly grow common (which doesn't mean the content is dead, but rather the difficulty of the content is dead lol - people would still use them).
Of course a simple change to the system to remedy would to just make it so you can't remove slotted materia unless it is a U/U materia. (If it gets out of hand, because I already suggested a minor counterweight to that. Where you have to destroy the item or pay a fee to get the materia removed - which would obviously increase based on number of materia and level of item/materia)
I'm unaware that I cant update my own posts when I want to talk about that particular previously made topic.
Last edited by Shougun; 11-18-2012 at 05:57 AM.
Threads need a time-out date for inactivity. Even I don't necropost my ideas, I just link them.
They've already stated what changes they plan to make for the materia system, which I feel are sufficient to change it from "the most terrible system in the game" to "something I can live with". The chances of them drastically altering a system they added AFTER Yoshida took over, and which required them to modify the save structure for items... Don't get your hopes up that that would even happen. Because it won't.
/thread
You dont know what they wont or will do but I agree the chances are limited.They've already stated what changes they plan to make for the materia system, which I feel are sufficient to change it from "the most terrible system in the game" to "something I can live with". The chances of them drastically altering a system they added AFTER Yoshida took over, and which required them to modify the save structure for items... Don't get your hopes up that that would even happen. Because it won't.
/thread
However I feel that the limited aspects of the currently designed materia system are worth redesigning, it has limited itself into a frustrating and boring materia choices. T
Also I agree that increase % will be welcomed but now instead of double melds being good enough people will make triple and qudra melds as good enough (they just moved the standard, and therefore the cost of materia overall (UP)).
So you could argue the change is going to be more annoying if what I suspect will happen happens (since double is easy people will do triple and qudra as standard but when triple and qudras break they are even more disheartening.
I've always disliked the current system and that's coming from a guy who got lucky on some ridiculous melds.
I would have preferred a system akin to FFVII where each weapon or piece of armor has a certain number of slots. Materia itself can be put in these slots risk free, which in turns offers a unique customization option for players. However, the high end materia could understandably be a rare drop from a end-game dungeon or boss to ensure that things don't get too ridiculous. Average materias can still be obtained from say, regular mobs or Spiritbonding. Once slotted however, you cannot unslot the item. Rare weapons can also have higher slots than regular old crafted stuff.
In addition you could have certain materia offer elemental status effects and the like increasing the customization option. Hell, a certain slot can be reserved for a certain type of materia!
Crafters can be utilized to slot the materia and will also play a role in creating the armor and weapons with slots. While HQ should have an extra slot guaranteed, the RNG should be in play to allow certain synths with the chance to have more slots.
This system then does everything 1.0's did without the headache and the RNG factor when melding. It keeps the economy moving, keeps crafters involved and promotes teamwork for the high-end materia's. It also requires you to think how you will slot your gear. With 1.0 you basically looked for your primary stats and boosted them without much deviation. This system allows for deep customization.
Last edited by Darkillumina; 11-18-2012 at 05:02 AM.
FFVII materia ftw lolI've always disliked the current system and that's coming from a guy who got lucky on some ridiculous melds.
I would have preferred a system akin to FFVII where each weapon or piece of armor has a certain number of slots. Materia itself can be put in these slots risk free, which in turns offers a unique customization option for players. However, the high end materia could understandably be a rare drop from a end-game dungeon or boss to ensure that things don't get too ridiculous. Average materias can still be obtained from say, regular mobs or Spiritbonding. Once slotted however, you cannot unslot the item. Rare weapons can also have higher slots than regular old crafted stuff.
In addition you could have certain materia offer elemental status effects and the like increasing the customization option. Hell, a certain slot can be reserved for a certain type of materia!
Crafters can be utilized to slot the materia and will also play a role in creating the armor and weapons with slots. While HQ should have an extra slot guaranteed, the RNG should be in play to allow certain synths with the chance to have more slots.
This system then does everything 1.0's did without the headache and the RNG factor when melding. It keeps the economy moving, keeps crafters involved and promotes teamwork for the high-end materia's. It also requires you to think how you will slot your gear. With 1.0 you basically looked for your primary stats and boosted them without much deviation. This system allows for deep customization.
I was wondering if you had ideas on materia flooding?
In the OP suggestion I was thinking a crafting job using an inefficient recipe formula (many more X = 1 Y). But I'd like to hear other suggested systems(though our ideas seem quite aligned lol).
Thank you for your post![]()
Last edited by Shougun; 11-18-2012 at 04:57 PM.
By flooding I take it you meant the market being overwhelmed by materia.
You see the beauty with my system is that it takes the rarity away from the average materia and moves it toward the items with x number of slots. In addition the high end materia obtained from HNM or dungeons for instance would be rare so it wouldn't be as plentiful on the market still commanding a premium. With this you rely on the weapons and armor you obtain to have as many slots as possible therefore the value comes from the crafters creating said items.
Indeed, high end rare/ex drops can have slots as well so that crafters and high slotted created items don't end up controlling the market.
The thing that bothers me the most about the materia system as it currently is, is that is has so much potential to really add a customization option to the game that is sorely missing. Instead SE just fired together a time-sink. Appropriate for 1.0 where we needed to stretch out the content as long as possible but for 2.0 they can really push to make the materia system a very unique one that would differentiate from random mmo #20.
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