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  1. #1
    Player
    Darkillumina's Avatar
    Join Date
    Feb 2012
    Posts
    234
    Character
    Konstantine Porphyrogenitos
    World
    Balmung
    Main Class
    Gladiator Lv 50
    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.
    (2)
    Last edited by Darkillumina; 11-18-2012 at 05:02 AM.

  2. #2
    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 Darkillumina View Post
    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.
    FFVII materia ftw lol

    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
    (0)
    Last edited by Shougun; 11-18-2012 at 04:57 PM.

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