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  1. #1
    Player
    Zumi's Avatar
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    Mar 2011
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    Zumi Kasumi
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    Sargatanas
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    Paladin Lv 100
    Obviously Yoshi has played Diablo and Wow. All he has to do is copy that gem system. Gear has a set number of sockets crafted and raid gear. Anyone can socket the gems/materia into your own gear. None of this running around trying to find a max level crafter of various crafts just to put materia in your gear. The idea of requiring a crafter to socket gear is too overly complex. Makes it so new players can't have any materia in their gear because obviously they won't have any crafts leveled and when starting out its unlikly that you will know someone to do it. I remember when leveling my first few jobs to 50 i didn't have any materia in gear and people wanted 100-200k to do it, people just starting out don't have that kind of money
    (2)

  2. #2
    Player
    Shougun's Avatar
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    Ul'dah
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    Wubrant Drakesbane
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    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Zumi View Post
    Obviously Yoshi has played Diablo and Wow. All he has to do is copy that gem system. Gear has a set number of sockets crafted and raid gear. Anyone can socket the gems/materia into your own gear. None of this running around trying to find a max level crafter of various crafts just to put materia in your gear. The idea of requiring a crafter to socket gear is too overly complex. Makes it so new players can't have any materia in their gear because obviously they won't have any crafts leveled and when starting out its unlikly that you will know someone to do it. I remember when leveling my first few jobs to 50 i didn't have any materia in gear and people wanted 100-200k to do it, people just starting out don't have that kind of money
    Pretty much exactly what this suggested system is lol. Except in D3 you have an npc crafter- however in WoW you have a player crafter. Very similar to what I suggested - with only some variances in actual crafting to maintain good economy and bring more jobs together (to work together).
    (1)

  3. #3
    Player
    rina_inverse's Avatar
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    Rina Inverse
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    Masamune
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    Carpenter Lv 51
    stop ninja'ing your post lol

  4. #4
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    rina_inverse's Avatar
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    Rina Inverse
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    Masamune
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    read what chard said
    he explain better than me

  5. #5
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Fisher Lv 90
    Quote Originally Posted by rina_inverse View Post
    read what chard said
    he explain better than me
    He didnt describe what the change will be.

    I think he missed that I didn't take away spirit bounding gear. There will still be a need for spirit bounding gear (this makes the essences the materia master would use), which will mean crafting classes still have things to make. Also I mentioned that the crafting classes will have new recipies because of the new apparatuses needed.

    However I haven't added but want to add to the main post: quality of essences comes from quality of gear - so people stop trying to spirit bound the bear minimum crappy item that sells really cheap. Besides double and so forth melded gear- little of the economy should be effected by my suggestion.

    IF anything more jobs and more opportunities. So unless I missed something I don't agree with the point. (I would be glad to be told what I missed, So I can fix it)

    The only thing taken away from the other crafting classes is the melding of materia - but you get little experience from this anyways. Its not a very good point to argue. And I hope the only reason why someone levels a crafting class is not "so i can meld stuff" that would be an insult to the class and something SE should fix then.
    (0)
    Last edited by Shougun; 09-11-2012 at 09:47 AM.

  6. #6
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    インドネシア語
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    When gear doesnt get destroyed, equips doesn't sell anymore after you have 1, when equips doesn't sell, raw materials from the equips doesn't sell either, it caused a stall economy not necessarily a good economy but it keeps our economy active.

    Current materia system is currently what kept our economy active and probably the most effective gilsink from the wards tax alone.

    Raw materials for making gears are bought daily. (benefits DoW/DoL that gathers or fight mobs)
    Equips for spiritbonding/melding purposes are bought daily. (Benefits DoH that makes equips)
    Catalysts are bought daily for melding purposes. (Benefits DoL)
    Materias are bought daily for multiple melds purposes. (Benefits everyone that wears gear for spiritbond purposes)

    The current materia system basically lets everyone have a good way of making money while keeping the economy active and gilsink, currently probably the best gilsink method we have.


    Is the current materia system good? i think it could improve, but your idea is definitely isn't as polished as current system is what i am saying. You were basing it off your own frustation of exploding multiple stuff.
    (7)

  7. #7
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Quote Originally Posted by Chardrizard View Post
    When gear doesnt get destroyed, equips doesn't sell anymore after you have 1, when equips doesn't sell, raw materials from the equips doesn't sell either, it caused a stall economy not necessarily a good economy but it keeps our economy active.

    Current materia system is currently what kept our economy active and probably the most effective gilsink from the wards tax alone.

    Raw materials for making gears are bought daily. (benefits DoW/DoL that gathers or fight mobs)
    Equips for spiritbonding/melding purposes are bought daily. (Benefits DoH that makes equips)
    Catalysts are bought daily for melding purposes. (Benefits DoL)
    Materias are bought daily for multiple melds purposes. (Benefits everyone that wears gear for spiritbond purposes)

    The current materia system basically lets everyone have a good way of making money while keeping the economy active and gilsink, currently probably the best gilsink method we have.


    Is the current materia system good? i think it could improve, but your idea is definitely isn't as polished as current system is what i am saying. You were basing it off your own frustation of exploding multiple stuff.

    So exactly as I thought, you didn't read my system.

    Equipment will still sell - because you still need to spirit bound items. And the quality of the essence for the materia is based on the item, therefore better equips will be broken now - but the equipment you want to keep will never break. Until I can think of a way that keeps crafters making good money - I don't want to suggest removing spirit bound status. But please read my system - because I didn't get rid of it like you are suggesting. The only thing i did get rid of was breaking the item you want to keep - and the materia.

    Also you should keep in mind ALL other MMORPGS dont use this breaking equipment system yet their ecnonomy is working fine. WoW uses enchantments but it isnt about breaking the item you want to keep, its pretty similar to what I suggested (except mine is cooler ).
    (0)
    Last edited by Shougun; 09-11-2012 at 10:06 AM.

  8. #8
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    My only issue with the materia system is the randomness. Different items should give just a couple different materia, instead of having a bunch of materia and more or less basing it on slot. Then you don't have a market oversaturated with materia few people want (I'm looking at you, orange materia).

    Equipment will still sell - because you still need to spirit bound items.
    Only the equipment used for materia conversion will sell. The materia-attached items won't sell after a while because, as was stated before, it only takes one attempt to get the one you want. No gear destruction would also mean it would be too easy to get high stats on gear.
    (1)
    Last edited by Alhanelem; 09-11-2012 at 10:07 AM.

  9. #9
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Fisher Lv 90
    Quote Originally Posted by Alhanelem View Post
    My only issue with the materia system is the randomness. Different items should give just a couple different materia, instead of having a bunch of materia and more or less basing it on slot. Then you don't have a market oversaturated with materia few people want (I'm looking at you, orange materia).

    Yeah that is apart of what this (my) system does. And I am making some suggested 2.0 materia's to go along with this system. And have put a focus on those orange ones you mentioned :P So useless right now lol

    Materia according to my system is just a longer process synth which is consistent.

    The longer process, and how you make/upgrade the matera is to prevent a intense saturation and devaluation of the materia. However you will get the materia you wanted if you follow a given process.
    (0)
    Last edited by Shougun; 09-11-2012 at 10:09 AM.

  10. #10
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    Yeah, it would crash a segment of the market. But I believe that market shouldnt have existed in the first place.
    Subjective. I see nothing wrong with the materia market.

    Since you can go up to five slots in the current system just based on chance you can make some pretty funky and likely unintened (in SE mind) stats on gears.
    And you just described exactly what is wrong with your proposal. This would require the total rebalancing of all materia to account for the fact that you're guaranteed to be able to 5x-meld anything. Materia are tuned to be on the strong side because it is difficult to get highly melded gear. With your system, materia would have to be nerfed into oblivion since anyone can have it with no risk or effort involved.
    (0)

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