So, explain to me again why you're trying to fix a system that ain't broke...People fail to read suggesting threads and make appropriate response.
I know that the materia system is used in economic distributions there are whole sections on that in order to ensure demand for crafting and gathering is continued. In fact the demand for crafting and gathering would be higher with my suggested system.





That ideology is extremely flawed. The system may work but it limps along.
Rather then have a rusty system and call it good I suggest we make a better system which can be polished and therefore that can maintain longer.
A couple points in my OP
Current system doesnt allow a proper entry to the system tier I and II are absolutely useless for their given level (and frustrating to find out as a noob) - best use for tier I and II is to get the gamblers crown achievement.
Current system doesnt allow greater materia choices without further increasing the RNG wheel (adding materia means when you break a gear there are more chances to go on)
Current system uses breaking gear to push the market but makes gear break in a way that is regrettable (you never wanted to break it to get X or never wanted to break it on a meld) - in the suggested system you always want to break the gear or you dont because you dont have to if you dont want to.
A basic point of the suggested system is taking frustrations of randomness away by increasing work required (but in consistency) and to design small parts of the system that allows greater expansion and freedom for the future of materia.
Last edited by Shougun; 11-17-2012 at 06:24 PM.
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