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  1. #1
    Player
    Dragonheart's Avatar
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    Apr 2011
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    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50

    [Request] Completely Revamped MATERIA SYSTEM! Idea for NO Gambling Mechanics.

    After the recent (very bad imho) info, that in ARR the materia system will remain the same but with more chance of multiple melds. I decided to open a dedicated topic about my personal idea that i hope you'll like.

    Quote Originally Posted by Alaltus View Post
    I'm tired of the gambling mechanics of melding to be honest. Bring on the change!
    Reasons for a completely new materia system: AVOID THE GAMBLING MECHANICS!
    AND GIVE MORE VALUE TO PLAYERS EFFORTS!


    Examples for Crafted Gear:

    -Normal Quality gear: 1-2 "Materia Slots" depending on level and craft difficulty.
    -High Quality gear: 2-3 "Materia Slots" as before, depending on level and craft difficulty.

    Make the melded gear "Sould Bound (Rare/ex)" after you equip it.


    Examples for Rare/ex Gear considering that "Difficulty Switch" was confirmed time ago. (Dungeon/raid drops, Company gear etc.)

    - "Normal Mode difficulty" (Including GC gears) : 1-2 "Materia Slots" depending on level, and company seals cost (for example, an high rank item that costs 25k seals should have 2 materia slots, while lower rank just 1 slot. Same for dungeon/raid drops. The final boss of a dungeon drop should have 2 slots, while the bosses in the middle just 1 slot).

    - "Hard Mode difficulty": (not including GC gear, because an hard mode it's supposed to be really harder than farming company seals.) 2-3 "Materia Slots" . (Like before, bosses in the middle of dungeon/raid should drop 2 materia slots gear , while the final boss should drop a gear with 3 materia slots.)


    PROS:

    -NO GAMBLING MECHANICS
    -More Incentive for crafters to make both normal and expecially HQ gear.
    -High positive impact on game economy, thanks to the "soul bound" items (no more item re-sell = more demand of item from crafters) + more value and use of materia because it should be placed on "rare/ex" (dungeon, raid, CG gear) gear too.
    -Real efforts/skilled gameplay (hard modes)> luck/grinding/money based mechanics.
    -Rewarding BOTH Hardcore and Casual (just think about players coming from others mmo) players.
    -And of course.. NO STRESS! OR PRAYS for multiple melding!


    CONS

    -People whining that they can't sell meled gear after they equiped it.


    REQUISITES to make this happen!

    -Allow Materia Meld on Rare/EX gear (highly requested from community).
    -Reduce the base stats of Rare/EX gear, due to Materia Meld allowed.




    I hope that this is clear even if my english isn't that great.

    And of course I'd like to know what do you think about this system!
    Thank you guys!
    (9)
    Last edited by Dragonheart; 11-16-2012 at 02:36 AM.

  2. #2
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I think insdead of reducing the base stats of the U/U gear, Reduce the effect the materia has on it. Like if you put a 20str materia into some U/U gloves, it instead gives 10str.
    (1)

  3. #3
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Reika View Post
    I think insdead of reducing the base stats of the U/U gear, Reduce the effect the materia has on it. Like if you put a 20str materia into some U/U gloves, it instead gives 10str.
    Let's suppose that we have

    -Cobalt cuirass with + 10 str as base stat
    - "rare ex cuirass" with + 25 str as base stat

    both with 1 materia slot, then the rare/ex gear it's too much over powered in this case,
    but if they lower the value at about 15, it will be ok! Of course i'm speaking about the already existing gear.

    Another example, imagine that you're allowed to put 2-3 materia on a Darklight with same old stat... well it would be a "bit" too much lol.. So resizing, stats of already existing item it's a must for this "revamped system."
    (0)

  4. #4
    Player
    Reika's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Even if you reduce the base stats of it by 10, it will be the same as just halving the gain of materia in the U/U item. 15 + 20 = 35, 25 + 10 = 35. Even if you allow more slots, halving the gain wont make U/U gear OP in that stat by adding more materia as it would a non-U/U item.

    Going back to gauntlets, Darklight gauntlets have only 9 strength. Give them 2 slots with halved materia effects, you could get 20 more strength from them makeing it 29.

    Cobalt gauntlets have no stregth at all, but with 2 slots and normal gain, you can get 40 strength in them, but of course Darklight gear has other stats in it, still making them overall better choice, and the crafted item is simply to work for the darklight.

    You also really cant reduce the stats of some of the darklight gear enough that 2 materia wouldn't make it OP. Like how far can you reduce 9 str so that adding 40 strength wouldn't make it OP? It's best to reduce the effects of materia on them instead.
    (0)
    Last edited by Reika; 11-16-2012 at 02:43 AM.

  5. #5
    Player

    Join Date
    Oct 2011
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    132
    Few things. Rebuttals welcome.

    Quote Originally Posted by Dragonheart View Post
    -More Incentive for crafters to make both normal and expecially HQ gear.
    This would be false. Because you will only need one gear to meld multiple materias, demand will fall and normal and HQ gears will sell slower, hence less incentive for crafters to make gear (with the exception of gears used to create materia).

    Quote Originally Posted by Dragonheart View Post
    -High positive impact on game economy, thanks to the "soul bound" items (no more item re-sell = more demand of item from crafters) + more value and use of materia because it should be placed on "rare/ex" (dungeon, raid, CG gear) gear too.
    This would also be false. Because materias will not blow up, unless the rate in which materias are produced change there will be tons of materia on the market, sending materia prices plummeting. While more options to place materia is good, of course, and bound items will generate a little more demand, it does not compare to the impact one has when consumption is taken out entirely.

    Quote Originally Posted by Dragonheart View Post
    -Rewarding BOTH Hardcore and Casual (just think about players coming from others mmo) players.
    It could be argued that this is already in place. Casual = one meld. Hardcore = multiple.

    All in all, while I necessarily don't agree with the current materia gambling mechanic system, I understand the necessity of it in order to keep the markets going. I feel the current system is in place for a reason, and if a change is needed the cons will need to be more thought out instead of just looking at the pros.
    (4)
    Last edited by Stanislaw; 11-16-2012 at 03:01 AM.


    Stanislaw | Durandal Server

  6. #6
    Player
    Guevara's Avatar
    Join Date
    Oct 2011
    Posts
    454
    Character
    Guevara San
    World
    Ragnarok
    Main Class
    Monk Lv 50
    Sounds a nice base idea, imho.

    I would only add a more straightforward way to obtain materia. from spiritbonded gear and rare materia dropped off mobs (HNMs, Raid bosses, etc...)
    (0)

  7. #7
    Player
    debola's Avatar
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    Sep 2011
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    Character
    Leo Vanhalen
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    i disagree with the op. I really don't think they should make melding 100%. Someone else already said this in the other melding post but i don't wanna go looking for it so imma just paraphrase.

    Melding is one of the huge ways gear goes out of the system. THere would be a massive clog in the wards and in people's inventories without it. Melding/spritibonding is quite necessary in this game as a sink.
    (5)

  8. #8
    Player
    Reika's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Well instead of making it 100%, Make it so the gear doesnt always crumble on the fail. Instead you just lose the materia you tried to put in.

    Especially if they plan on making Melded crafted the baseline to starting for higher instance dropped gear. Things like that only allow the lucky to progress, and I don't want another one of those.
    (3)
    Last edited by Reika; 11-16-2012 at 03:34 AM.

  9. #9
    Player
    Felis's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
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    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    It shouldn't be 100% at the start.
    But it would be nice if we can increase somehow the success rate like HQ crafting.
    SE could bring a melding stat
    Melding Food: melding stat: +5% (max: +10)
    Materia (only for tool): melding stat: +15 (tier IV)
    Craft level : melding stat: +(craft level*1,5)

    +10 = +1%
    (1)
    Last edited by Felis; 11-16-2012 at 03:41 AM.

  10. #10
    Player
    Reika's Avatar
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    Mar 2011
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    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    On that, I think melding should be just like crafting instead of leaving it to /pray. However, with melding you have to reach a certain level of quality for it to be successful.

    1 Materia = 0 quality

    2 Materia = 75 quality

    3 Materia = 150 quality

    4 materia = 225 quality

    5 materia = 300 quality

    all quality starts at 0 reguardles of item quality for melding.
    (0)
    Last edited by Reika; 11-16-2012 at 03:41 AM.

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