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Special Task Force vs. RMT update!!

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  • #16
    Re: Special Task Force vs. RMT update!!

    I don't want to see Materia taken away entirely - I like the concept and it helps keep durable goods more viable in the markets.

    I do however, want to see major reforms and I've ranted at length about it in several other posts.

    - More consistent conversions (specific items converting to specific kinds instead of having a shot at various types based on the kind of item converted e.g. shields have 6~8 possibilities)
    - Tighter restrictions/limits on melding (5 potential melds, even with a low rate, is insane)
    - Ability to safely pick & remove Materia from items, or at least not lose them when they are all taken out at once ala Diablo 3
    - HQ gear converts automatically into highest tier/values possible, or at least has much higher averages when converted
    - HQ gear has higher success rates for melding
    - HQ gear gives a small performance boost to each materia melded (10%?) and/or has 1 extra possible meld slot
    - Melding success rates adjusted in proportion to the item's capacity (either 1 global standard or size-based; 3~4 at max) and # of materia already melded. 28% chance for just the 2nd materia is bullshit, how about 50 > 25 > 10?
    - R/EX gear should be allowed a single 100% success meld slot to customize our favorite gear because even with just 2 materia melded, crafted gear can vastly outstrip rare drops.

    For example Ifrit's Battleaxe is quite strong, but you can potentially make a Gianstgall axe with up to 5x full Attack/Critical Attack/Strength Melds and be left with something that can rival or even topple Bravura in power (Hell's Might IV tops at +30 attack, so while the current chances of getting this are extremely slim, the fact that it's even possible to get a Giantsgall Axe with +150 attack, 250 Critical Attack, 100 Enmity, 80 STR or 80 Accuracy is ridiculous!!!).
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    • #17
      Re: Special Task Force vs. RMT update!!

      I want Materia working like Materia.

      The special bleach that you use to "enhance" items is underwhelming for me to say the least.
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      "In this world, the one who has the most fun is the winner!" C.B.
      Prishe's Knight 2004-Forever.

      その目だれの目。

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      • #18
        Re: Special Task Force vs. RMT update!!

        Having materia worked the way it traditionally has would be better suited, as I've said before, to an entire game based around it instead of your typical job system.
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        • #19
          Re: Special Task Force vs. RMT update!!

          I just need two materias for my character, preferably D cup size, and will allow me to put out a pair of torpedoes into giant enemy robots.

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          • #20
            Re: Special Task Force vs. RMT update!!

            I'll just leave these here.

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            sigpic
            "In this world, the one who has the most fun is the winner!" C.B.
            Prishe's Knight 2004-Forever.

            その目だれの目。

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            • #21
              Re: Special Task Force vs. RMT update!!

              Originally posted by Malacite View Post
              Having materia worked the way it traditionally has would be better suited, as I've said before, to an entire game based around it instead of your typical job system.
              oh mew, but then it wouldn't be as interesting. the class system is better and makes AF stand out more and makes each class feel more iconic with different unique costume appearances and stuff. that's why FFV, FFT and others have more charismatic systems instead of FFs where people just mix and match orbs.

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              • #22
                Re: Special Task Force vs. RMT update!!

                I agree, if they leave Materia in the game, post ARR, I hope they change it to more how it was in FFVII.
                -------------------------------------------------------------------------
                Kain (FFIV): I am aware of my actions, but can do nothing about them.

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                • #23
                  Re: Special Task Force vs. RMT update!!

                  Except that would defeat the whole purpose of the armory system.
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                  "BLAH BLAH BLAH TIDAL WAVE!!!"

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                  • #24
                    Re: Special Task Force vs. RMT update!!

                    then they need to just remove it then, I find the way it was implemented to be to convoluted and random. Maybe if they change it a little with ARR, but as it is right now, I dont want to even mess with it.

                    I plan on signing back up for a month, just to "prepare" my character for the transfer, going to sell all the crud I do not need, and equip her with nothing but Rare/EX stuff, just in case ;p
                    -------------------------------------------------------------------------
                    Kain (FFIV): I am aware of my actions, but can do nothing about them.

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                    • #25
                      Re: Special Task Force vs. RMT update!!

                      QQ more?

                      I still think it's a brilliant system that dramatically helps resolve the issues of selling durable goods. I just feel that there is far too much randomness involved, and too much potential (however slim the odds) to create truly game-breaking gear. Can you imagine a WAR or PLD wearing a belt with 5x Bloodthirst IV's at 70 each? Yes the odds of that are extremely low given current success rates but it just bothers me that it's even possible in the first place. A +350 HP belt? That's a bit much don't you think?

                      It's why I feel they need to adjust the success rates so that it's not quite so stupidly risky to try and use it in the first place (especially if they're going to outright destroy the stuff if we want to remove it) while also set more reasonable limits on it. I don't see why we shouldn't be allowed a single Materia on R/EX items either, given that we can allocate bonus stat points for different "builds". Plus again, some of the most basic crafting gear with just 2 materia attached can beat out the best, rarest gear in the game - never mind if you slap on 3~5 materia.
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                      "BLAH BLAH BLAH TIDAL WAVE!!!"

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                      • #26
                        Re: Special Task Force vs. RMT update!!

                        FFVIII Materia System is too strict,especially if people can't change weapons.

                        People can choose abilities, but then everyone would have less reason top party, since everyone can equip Cure, Time, Lightning, Enemy Skill, Knights of the Round, etc. mew.


                        the class system is better because there are more defined skills to choose from for each type and each class stands out more with their own AF and stuff, mew.

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                        • #27
                          Re: Special Task Force vs. RMT update!!

                          I don't like materia unless the slots are "fixed". That's the only way to balance the game. Allowing someone out of sheer luck to string 8 materia slots on one item is game breaking.

                          What boggles the mind is if they allowed materia grafting on underwear. Yes, titty covers makes sense, but no one would look at a female with a huge bulging crotch.

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                          • #28
                            Re: Special Task Force vs. RMT update!!

                            Wait wtf, you can affix materia to your panties o-O ?


                            Also, I suspect you and I are thinking along the same lines, but define "fixed".
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                            "BLAH BLAH BLAH TIDAL WAVE!!!"

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                            • #29
                              Re: Special Task Force vs. RMT update!!

                              Originally posted by Malacite View Post
                              Wait wtf, you can affix materia to your panties o-O ?


                              Also, I suspect you and I are thinking along the same lines, but define "fixed".
                              Maximum allowed slot:

                              Head: 1 materia slot (+1 through augmentation)
                              Body: 3 materia slots (+1 through augmentation)
                              Legs: 2 materia slots (+1 through augmentation)
                              Hand: 1 materia slot (+1 through augmentation)
                              Waist: 2 materia slots
                              Ring: 1 materia slot
                              Necklace: 1 materia slot
                              Bracelet: 1 materia slot
                              Weapons/Tools: 1 materia slot for 1hd, 2 materia slots for 2hd, 1 materia slot for off-hand (+1 through augmentation)

                              By fix, I mean, allowing the possibility of maximum for boss/monster (rare/rare+ex) drops OR master crafted + rare end game content materials. All crafted and quest reward gear will only get the minimum (or nothing at all) ALL GEAR, regardless of origin, will be able to receive a bonus augmentation possibility (1 additional slot to the 4 above)

                              Augmentation will be pricey and will require a master craftsman to imbue slots in the items in question.

                              Materia grafting will require NO SKILL. Materia removal will require SOME SKILL (Dependent on the level of the materia itself, not the item level) The item level will restrict the level of the kind of materia going into it. Materia removal will require NO MATERIAL.

                              Materia can either be received through a drop, reward (from any source) or crafted. Materia that is crafted or dropped from NORMAL monsters will convey (+1 level) bonus over rewarded materia, while dropped materia from bosses or rare spawns OR master crafted materia with rare end game content material will convey (+1 level) bonus over crafted/normal monster dropped materia.

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                              • #30
                                Re: Special Task Force vs. RMT update!!

                                Personally I think R/EX gear should be limited to 1 Materia period. The whole point of HQ crafted gear is to be superior, but only with the right Materia. Both should require effort to achieve, either via quests/grueling NM battles (and I mean hard fights, not repetitive grinding of shitty weak stuff like Dyanmis was)


                                Also, I honestly don't think accessories should be able to take Materia. Partly because of size, but also because of power creep - unless they all got specific kinds that are limited and not terribly game breaking (like just extra base stats but not in as large amounts as you'd see on say Body Armor).


                                That's another thing they could do - instead of limiting a specific kind of materia to certain gear the way they do now (Like only axes I believe can take +attack materia) you should have various kinds of the same materia, but to varying degrees of power based on the slot it can fit. OR the Materia can have its effectiveness based on the kind of slot its in, similar to FF7.

                                For example, if I add attack materia into a weapon, it'll be more effective than if it was on say a belt. Or you could set it so Attack Materia made for weapons have higher potential values than those for boots etc.
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                                "BLAH BLAH BLAH TIDAL WAVE!!!"

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