




Read first pageeeee, lol!
You two dont flame over useful gear and patches here XD.
Towards the point of this particular thread: I agree that people dont like to work hard for gear that will then become useless. Thats why I think making materia a more focused system like I have done on page one would be best.
Because new updates will always make gear sad - they have to do this specially when raising the cap (have to add "desirable" content). But we can make materia one of those long term goals that also stick with us - never a waste of time.
As it is now RNG will waste your time without making you feel like you did anything worth while, RNG for most cases deserves to burn a horrible death. There are still things you cant un-RNG though like criticals, not because its impossible but because what would happen is people would "load" their critical and then go do PvP or something and next hit would be a loaded critical on a max weapon skill.
However you can unRNG materia - and you can do some special twists to loot, while maintaining the important difficulty (and hence reward) of the item.
Last edited by Shougun; 09-28-2012 at 08:19 AM.


i would rather melding success be left to player skill than to chance. a mini game perhaps where each tier of materia and each socket level increases in melding difficulty.
After all the great suggestions that players gave, reading this from the devs is quite underwhelming... again.
I'd say at this point, just get rid of the system altogether, it's already pretty terrible and it doesn't seem it is going to change.
Not to mention that they stated they didn't change anything to the results of materia creation lately, but anyone used to create lots of materias before all the relic stuff can clearly see that they did change the RNG secretly.

Best suggestion I have seen is making certain gear guarantee into a tier IV of a set type, the sarnga -> HE4 and obelisk -> savage IV. This would help cap the cost on those types of materia which are totally out of control.

The biggest problem I and ALOT of players have with this current materia system is just the whole "Throw money at it until it works" mentality behind getting these ungodly melds. It really gets annoying when someone has those "Oh-so-coveted Triple Tier IV STR Felt Bracers" that you've been trying for like, weeks, blowing up millions, and someone who could quite possibly be much MUCH worse at the game than you, can get it in one try (not likely, but it could happen) just because they're lucky. The only way to negate the luck factor is to throw copious amounts of gil at your meld until it works, which is just obsurd beyond all belief.
That doesnt happen only with materia, someone can also go in a pug pt for dungeons and get a Cuirass in the first dungeon he ever did in his life with his first 50 char he leveled 3 days ago, and you did 300 before even seeing your first.
Luck will always be a factor for any MMOs because they all have RNG.
And you dont need to spend a single gil to make multiple melds, if you have crafts leveled you can farm materials to do equipment for spiritbond.

I like idea of a set number of slots very much. However I would like to add a few things.
I agree that certain materia should only go on certain peices of equipment. to help immersion with this, I would propose either Tiers or types of slots. the only downside is it can add considerable complexity to the system. and this may not be desirable. as many are confused with the current system.
I think +1 gear should have more slots. but maybe not at first.
As you spirit bond with gear, it should increase in power. as you use a particular tool in real life, you learn a few things that make it unique. while a sword is a sword is a sword, depending on who crafted it the balance, grip, etc. may be slightly different. as you gain familiarity with a piece of equipment you become more proficient with it. I think this should be reflected in spirit bonding.
as an example:
NQ swords start with one materia slot. once spirit bound it gains a special status as a spirit bound item. At this point you can take the sword to an NPC and for a fee they will add another materia slot. allowing you to further augment the weapon.
Alternatively I have a Maelstrom LT bow. once this one is spirit bound the delay is decreased by .1 or perhaps i gain an additional bonus to AP with the set bonus active.
I also think melding a piece should reset it's spirit bond gauge. once melded, spirit bonding increases/augments the materia you have bound to the weapon. you can only spirit bond with a weapon X number of times.
this gives players a choice.
Lets say you can spirit bond with a weapon 3 times. if you trade it in while it is spirit bond with no materia, you gain another materia slot.
However if you trade it in while a materia is bond to that slot, it instead augments that materia.
Because I dislike tiers of materia, this is a way to further increase certain stats. you can add a STR materia to your lance. spirit bond it 3 times and have a "Tier 3" strength materia.
Alternatively you can add 3 more slots to the weapon by spirit bonding with nothing it it several times. and you can add multiple affects with a lesser affect. IE: tier1 att, str, crit, pie. or you could go to two slots and then ultimately have tier 2 str/pie or any combination of appropriate materia.
I don't think essences should come from weapons/gear. I'd rather them come from other places.
Quests: perhaps daily quests. While I find these annoying it could make sense.
Gathering: a botanist out in the woods is harvesting mushrooms. while they are digging they feel a strong 'earthly' presence and find a VIT/Earth essence. need to complete a quest before you can harness said essences.
Dropped from mobs: lingering energies are absorbed by the wildlife and you can harness this essence similar to how DoL do it. again a quest should be completed before you can do this.
Gardening: hey, you have a big yard now! let's put in some plants that will have a chance to produce an essence.
I like the idea of taking an essence and using a catalyst to produce a materia. this makes sense to me and sounds like a good system. However you should be able to buy catalysts from npcs and they should be untradeable, with the exception of certain rare high level materia. I think the production of materia should be handled by NPCs and not PC crafters. a fee should be associated with it.
I think this should be handled by SBing as i mentioned previously.
In the absence of true gilsinks, i think this should be handled by NPCs and not PCs. by removing this from player hands the game has another chance to take money back and keep the economy more stable. stronger materia should be more expensive. etc. etc.
this also keeps it under control somewhat, and gives a more realistic option for players. because it's no longer a gamble more people will do it. and it will be more accessible and less likely that people will overcharge. the worth of a certain piece of materia is more concrete.
of course i'm of the opinion that materia should be untradeable. but if you don't like to craft you need to be able to make money somehow. you can farm essences/materia from mobs and sell that.
As mentioned before i think materia should not be synthesized by players. we should need to gather the materials and then have an NPC make them.
I would concede and say free companies can purchase the equipment needed to synthesize materia.
if you want to prevent a surplus it must be difficult to obtain. If we've learned anything recently, is if people can find a way to mass produce something, they will. and if you allow PCs to be able to produce materia you can bet sure as anything someone will figure out a way to bot it and abuse the system.
because this is a way to further augment out stats, and will mainly be for endgame (or capped content if they add it) I think all materials involved should be U/U. or at least untradable
people who do not wish to be involved with materia will have alternatives to augment equipment through spiritbonding dungeon and/or GC gear.
Ultimately the differences between the options should be the same. IE a fully mastered and spiritbound LT weapons should be roughly equivalent to a player customized weapon of equal level. customized weapons will, of course, be more flexible in power as you can add in a ton of attackpower or str or w/e.
the ultimate potential of a given piece of equipment should be a combination of how difficult it is to obtain and it's base level.
if you want nice stuff i think you should have to work for it. simply being able to buy the best materia in the game because you are rich does not sit well with me.
However because you have earned a lot of gil (either through RMT or in a more legit fashion) you should be able to enjoy higher potentials AFTER working for them by SBing.
Last edited by Onisake; 09-28-2012 at 04:28 AM.
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