Results -9 to 0 of 560

Thread: Materia System

Dev. Posts

Threaded View

  1. #11
    Player
    Join Date
    Mar 2011
    Posts
    1,651
    Here's a running list of potential problems that would need attention given the info we have. This is made with the idea that the devs want feedback on this system from the players.

    1. Matsui's new system focuses on rewarding the effort and innovation of players playing at their best, but this system seems to incentivize equipping low-grade equipment to battle. These focuses seem antagonistic to each other, and a player may be forced to choose between being at their best and getting materia.

    2. Jobs that have already hit the level cap sustain massive reductions in the amount of hits they perform on a given weapon or in a given armor set, relegating attachment to gear to a "grinding" activity like levelling or farming, which are either impossible for some or not fun for most.

    3. Materia growing appears to be an activity that favors current unaddressed problems in the game: players who farm shards with bots will now have more incentive to continue this activity. Let's not pretend that shard bots don't exist, or allow a system that further rewards that behavior.

    4. This system will eventually settle out to what outcome is common and what is rare as a means to distinguish materia on gear. For battlers, that rare event seems to be HQ'ing materia as their mechanism for power. For crafters, it seems to be that rare double materia attach. Where is the power-outcome for gatherers to give them equal weight?

    5. The system feels like an archaic MMO farm or grind activity, which this game must avoid if it is to rise above.

    6. INVENTORY!
    (0)
    Last edited by Peregrine; 06-02-2011 at 10:51 AM.

Tags for this Thread