



Hi Bayohne,
Thanks for the additional information. Much appreciated!![]()
If you could inquire with Yoshida-san and the team about one pressing aspect (this was brought up by a few people in this thread already):
- Please consider NOT having HQ versions of an Item be the only way to spawn an HQ Materia / Rare Materia, otherwise the Market will be FLOODED with even more Normal Quality or +1, +2 items as hardcore players try to get more +3 Items to turn into HQ Materia.
If they want to give some bonus for using an HQ Item, let it be for a slightly increased *chance* of an HQ Materia, at the most. For example, a Crab Bow (Normal Quality) has a 10% Chance to generate a Double Attack Materia. Using a Crab Bow +3 gives you a 12% Chance to generate the same Materia. That's it.
If the team makes it so that the Crab Bow +3 is the ONLY way to get a Rare Materia or an HQ Materia, then we're going to see far more flooding of the Markets than before (worsening the problem with Item Glut right now, not making it better), since all the hardcore crafters will be trying to make TWICE as many +3 Items (1 to turn into Materia, 1 to attach it to).
Thanks.
Why don't you reread what was posted from the Dev's. Your answer is in their about the HQ question. Now I'm not going to show you, you need to find it yourself. Good luck.Hi Bayohne,
Thanks for the additional information. Much appreciated!![]()
If you could inquire with Yoshida-san and the team about one pressing aspect (this was brought up by a few people in this thread already):
- Please consider NOT having HQ versions of an Item be the only way to spawn an HQ Materia / Rare Materia, otherwise the Market will be FLOODED with even more Normal Quality or +1, +2 items as hardcore players try to get more +3 Items to turn into HQ Materia.
If they want to give some bonus for using an HQ Item, let it be for a slightly increased *chance* of an HQ Materia, at the most. For example, a Crab Bow (Normal Quality) has a 10% Chance to generate a Double Attack Materia. Using a Crab Bow +3 gives you a 12% Chance to generate the same Materia. That's it.
If the team makes it so that the Crab Bow +3 is the ONLY way to get a Rare Materia or an HQ Materia, then we're going to see far more flooding of the Markets than before (worsening the problem with Item Glut right now, not making it better), since all the hardcore crafters will be trying to make TWICE as many +3 Items (1 to turn into Materia, 1 to attach it to).
Thanks.
Got some new tidbits regarding the upcoming Materia system implementation to share with you straight from the dev. team!
By using the armor and weapons that you equip yourself with, you will generate "attachment points"* and when your attachment points reach 100% you will be able to convert that weapon or armor into "materia." This is known as "materia conversion." "Materia" is a crystallized form of the weapon and armor’s stats that the player has used and formed an attachment to.
During the materia conversion process, there will be fluctuations that result in NQ stat materia, as well as HQ stat materia, even when using the same type of item. However, even the NQ stat material will have beneficial stats.
Also, you will be able to purchase and trade materia freely.
Crafters will be able to utilize the catalysts that gatherers obtain and attach a single materia to an item (there is no chance of failure). The materia you will be able to attach will depend on the type of weapon and the type of stat that matches the equipment slot. There are a variety of different combinations of materia that can be attached to each equipment slot’s item, so each player will need to decide what they want to pursue.
In addition to this, you will also be able to remove materia from items that have had materia attached to them. However, upon removal you will lose the materia, so you should probably only remove it when you definitely have a better upgrade to replace it with.
Finally, rumors tell of a forbidden technique with a high risk of failure to attach another materia to an item that already has a materia attached to it…
We're looking forward to hearing feedback on this!
*Rep note: Similar to "affection" not "attaching" something.
(Please note that some terms may not be final and may be subject to change in the future.)
(*Updated: 5:30pm PST to clarify)
Last edited by Frebaut; 06-04-2011 at 06:34 AM.




Hi Frebaut,
If you're referring to this part of the original post
That doesn't explicitly answer what I (and others) are asking. Sure, NQ "stat material will have beneficial stats," but that could mean a Crab Bow NQ creates a "Double Attack Materia NQ" or maybe an "HQ1". But it doesn't answer if using a Crab Bow +3 *exclusively* creates a "Double Attack Materia +3" or some "Triple Attack Materia"."During the materia conversion process, there will be fluctuations that result in NQ stat materia, as well as HQ stat materia, even when using the same type of item. However, even the NQ stat material will have beneficial stats."
Any special difference that an HQ Item generates (other than something like slightly increased chance of HQ'ing perhaps) would lead to people pursuing more of the HQ Item to try and get that elusive Rare Materia, thereby flooding the market with more failed attempts.
Y that part. I wish i could answer it but i do hope their are either NQ or HQ not this +1,2,3 crap. keep it simple and easy. I'mnot really a big fan of so many +1,2,3, items just takes so much inventory space. like most i toss/npc all my +1,2.



I got a question: as crafter can craft materia into something to add item stat bonus, will there be any limit with job unique ?
example :
BSM can only make materia into inrease melee wep dmg/accuracy
ARM can only inrease heavy type armor def
So... We take pieces of gear, grow attached to them, turn them to "materia" and insert them elsewhere to increase stats. That's the base concept of the system. Would it be safe to assume that this means we are just raising those stats that has always been in equipment, then? That is to say, VIT, STR, Accuracy, Evasion, Perception, etc.
Sooo... None of those fancy, fun things like skills being modified, permanent (probably weakened) buffs, etc.?
Eh, guess it could still be kinda fun. We finally have something to grind on than your SP from time to time (though probably through the exact same method, haha).
So... We take pieces of gear, grow attached to them, turn them to "materia" and insert them elsewhere to increase stats. That's the base concept of the system. Would it be safe to assume that this means we are just raising those stats that has always been in equipment, then? That is to say, VIT, STR, Accuracy, Evasion, Perception, etc.
Sooo... None of those fancy, fun things like skills being modified, permanent (probably weakened) buffs, etc.?
This is a good question. I would like some of the more rare materia to offer some kind of added passive ability.



bit of feed back i have, if a player is wearing a piece of over ranked armor (wearing a piece before optimal rank is reached) i think it would be best if the ap gain for that piece was halted all together or at the very least reduced to slower then a snails pace. I would also like to see the ap gain for pieces being cross classed ( worn while on a class that's not on the recommended list ) to take a hit to ap gain as well. Would also like to see materia bonuses behave like hq status. in that its not active until the optimal rank is obtained.
I am all for players wearing pretty much what they want. But i am more in the camp of giving players a incentive to wear what there "Supposed to" and i think adding ap gain and materia bonuses to the list of warm fuzzy thing that happen when your wearing optimal ranked and recommended gear is a very good thing.
Last edited by Griss; 06-04-2011 at 05:55 AM.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
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