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New post concerning Materia from Yoshi-PFollow

#1 Sep 19 2011 at 12:03 PM Rating: Good
Link to post on Official Forum
Naoki_Yoshida wrote:
Hello! Producer/Director Yoshida here!

Since posting on Friday night (well, actually I guess it was Saturday morning), I read over all your feedback!
I was thinking to post a tiny bit after tomorrow, but checking today I saw quite a bit of posts, so here is some quick information.

・Looking into changing the name of “Spirit Bond.” (This is important, so let’s hear your feedback!)
・Looking into materia conversion of EX/RARE item next update
 (With the premise that EX/RARE will not yield special stats when converted to materia)
・Materia attachment to EX/RARE items will currently not be possible (Depends on content updates)
・The calculation system fixes are being implemented at the same time, so it will be possible to feel the weight of stats +1(Matsui is doing his best!)
 (In anticipation of this, materia stats are also being adjusted. Currently on the home stretch)
・It will be possible to convert secondary tools into materia, as well as attach materia to them.(Forgot to write this…)

The materia craft introduction system will be added as quests.
Also, after writing out the full specifications of the system, it definitely seems quite complicated. However, for the actual process of adding a single piece of materia to a single item, while there will be certain requirements of materia effects that can be attached depending on the equipment slot, there is no fear of failure and it will only enhance your equipment, so it’s really not as complicated as it looks.
This is essentially the starting line.

Once you start to get fixated on stats and begin target and hunt down materia effects, you will need to have a good grasp of the specifics. However, since this is a game it is only natural.
I’d like to officially release the stats as much as possible!

Since this is content that I would like to update for a long time from here on out, besides for the “forbidden” aspect, it is being created to be as simple as possible.
(My explanation was probably bad)

I hope you are all in suspense for the materia that can be created in patch 1.19 and enhance yourselves as you like.

I shall post again!


EDIT: THey finally posted an official translation so I edited the OP to show it!
Edited, Sep 19th 2011 2:07pm by StateAlchemist

Edited, Sep 19th 2011 10:29pm by StateAlchemist
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#2 Sep 19 2011 at 12:45 PM Rating: Decent
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The meat of this post is that RARE/EX gear cannot currently be socketed with materia, and when transformed into materia, it does not have any special advantages (It's the same as transforming normal gear.) The development team will continue to discuss potential special parameters for socketing/transforming RARE/EX gear.

There will also be an introductory quest for materia crafting, and that will explain the basics of the system, and be the only prerequisite for beginning materia craft.

Other than that, he talks about how the materia system appears complex at first, but it's rather simple in execution, and that socketing a single materia (as we already know) cannot result in failure. He then goes on to say that as the player starts looking for very specific materia, etc. the system naturally becomes more complex, but that that's how games ought to work.

Edited, Sep 19th 2011 11:57am by RamseySylph
#3 Sep 19 2011 at 12:54 PM Rating: Good
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Quote:
プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,

金曜夜(土曜朝になってしまいましたが)の吉田のポスト以降、
一通り皆さんのフィードバックは読ませて頂きました!
明日以降小まめにレスはつけさせて頂こうと思いますが、
今日は確認諸々山のようにあるので、速報で失礼します
After the post I made on Friday (became Saturday (JP time)), I read through everyones feedbacks!
After tomorrow I would like to make smaller responses but today I have a lot of things to check today so going to post this one quickly

・「愛着度」の名称については変更を検討中(大切なことなのでご意見を参考に!)
Planning to change the name "Aichakudo" (This is important so look through suggestions!) (I think this may only apply to JP locale naming)
・EX/RAREのアイテムのマテリア化は次回更新で検討
Will look into next change for materializing ex/rare item.
 (EX/RAREでもマテリア化の際に優遇パラメータ無し、という前提で)
(even with EX/RARE no favorable parameters )
(I think this just means it will be materialized just like any regular equipment materia, no special effect/treatment.)
・EX/RAREへのマテリア装着は当面不可(コンテンツアップデート次第)
・計算式改修が同時に入りますのでパラメータ+1の重みが出るようになります(松井頑張ってます!)
Attaching materia to Ex/Rare will not be possible for now (depends on content update)
Calculation changes are coming in at same time so will make sure the +1 parameter will weigh more (more effect) (Matsui is working hard on this one!)

 (それを見越してマテリアの各数値も調整されています。現在も最終追い込み中)
The values on materia parameters are being adjusted along with this, currently being checked till last minute.
・副道具/副用具もマテリア化・マテリア装着可能です(書き漏れしました…)
Sub-Tool/Sub-gear is also can be made into materia, and can have materia attached. (missed to post...)

速報の最後に。
fast conclusion.
マテリアクラフトの導入システムは「クエスト」として追加されます。
Materia craft system will be included through a quest.

また、仕様をすべて書きだして行くと、確かに複雑には見えますが、
ひとつのアイテムに、ひとつのマテリアをはめる行為そのものは、
部位によって装着可能なマテリア効果条件はありますが、
装着自体は、失敗も無く、強化されるのみですので、さほど複雑ではないと思っています。
あくまでスタートラインの仕組みです。
When writing down all the details for the materia craft it seems like a difficult system but attaching one materia to one item itself, although it has restriction on which part you can attach the materia but performing attachment itself doesn't have any failure (since its the first one) and it only makes the equipment better, so I don't think it's difficult.
Just talking basically about the start line.

パラメータに拘り、狙ったマテリア効果を求め始めると、
仕様詳細の把握が必要になります。が、それはゲームとして自然なことかと
できるだけパラメータは公式公開の方針でいきます!
Once you get into parameters, and aim for specific effect materia, it will require you to understand more about the system, but for a game I think that's natural
For parameters will try as much to release the information!
(I think he's talking about materia parameters, or which gear will become what materia - just my guess here.)

これから長い期間、アップデートしていくコンテンツですので、
むしろ「禁断」以外は、できるだけシンプルに作られています。
(吉田の説明が悪かったかもしれません)
This content (materia system) is a long term content so will be updated along the way, so aside from the forbidden it is made as much as possible to be simple.
(maybe my explanation previously was bad)

まずはパッチ1.19で、生み出されるマテリアに、皆さん一喜一憂して頂いて、
思い思いの自己強化して頂けたらなと思っています
First after patch 1.19 please try to make your own materia and try it out and from there power up along the way would appreciate it
(Basically try it out before saying this is not good! or w/e since some already worried about this system...)

ではまた、書き込みしますね!
See you all later (actual is: I'll post later)


From Reinheart on the official forums: http://forum.square-enix.com/ffxiv/search.php?s=1d0b6eadd8d7034b0e19617baeff1aed&searchid=2136479#threads/14967/?page=101
#4 Sep 19 2011 at 1:22 PM Rating: Good
Thanks for the infoz. :)
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#5 Sep 19 2011 at 6:46 PM Rating: Default
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RamseySylph wrote:
The meat of this post is that RARE/EX gear cannot currently be socketed with materia, and when transformed into materia, it does not have any special advantages (It's the same as transforming normal gear.) The development team will continue to discuss potential special parameters for socketing/transforming RARE/EX gear.


You know what, I'm actually relieved when they said this. It means balanced gameplay, I don't want to see that kind of Korean MMORPG "enchantment" that makes RARE/EX gear vastly OP. Hopefully they will stand by this decision.
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#6 Sep 19 2011 at 7:14 PM Rating: Good
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Khornette wrote:
I don't want to see that kind of Korean MMORPG "enchantment"


Now why'd it have to come back to the Koreans? I think it would be neat to have rare/ex items enhancable - it'd allow me to seek out a rare and cool-looking item and keep it powerful and relevant. How it is, SE can potentially negate the utility of NMs altogether with this materia system.
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#7 Sep 19 2011 at 7:28 PM Rating: Good
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KaneKitty wrote:
Khornette wrote:
I don't want to see that kind of Korean MMORPG "enchantment"


Now why'd it have to come back to the Koreans? I think it would be neat to have rare/ex items enhancable - it'd allow me to seek out a rare and cool-looking item and keep it powerful and relevant. How it is, SE can potentially negate the utility of NMs altogether with this materia system.


Reading ZAM has started to hurt my brain lately.

....You do realize that NM drops and raid gear are quite a bit more powerful than crafted gear? And that materia is only a minor boost to the stats of gear even if you socket three materia, which involves a chance for your item to explode and cease to exist?
#8 Sep 19 2011 at 7:29 PM Rating: Decent
because for some reason mari hates asians.

no idea why......

this really takes away all those hours getting the rare stuff. so its back to normal gear. while my inv is full of unique gear which at this point is junk.

i think i should be able to upgrade unique and untradeable because i've committed the time and effort to form LS, gather ppl go out and learn the strats in dungeons and then leveled up my crafting in order to get the best gear possible.

the abilities to upgrade unique untradeable gear will only hamper RMTs and force more ppl to put the time and effort into the game and then be rewarded for it.

and not all unique gears are better than normal gear just some. and having some +3 r50 gear with max materia (which will happen soon after patch) will be better than unique gear.



Edited, Sep 19th 2011 9:40pm by quilens
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#9 Sep 19 2011 at 7:30 PM Rating: Good
KaneKitty wrote:
Khornette wrote:
I don't want to see that kind of Korean MMORPG "enchantment"


Now why'd it have to come back to the Koreans? I think it would be neat to have rare/ex items enhancable - it'd allow me to seek out a rare and cool-looking item and keep it powerful and relevant. How it is, SE can potentially negate the utility of NMs altogether with this materia system.


As far as NM drops go...I would assume the reasoning behind it would pertain to the fact that it is a unique item...one in which they want to preserve its original form. Not to mention items like that tend to have inherent advantages already over items of a similar level, so it would create an imbalance, forcing everyone to obtain this item in order to upgrade it to have the best equipment at any given level. This also would for forcibly remove crafted items from potentially rivaling NM drops. The way it will be to begin with allows for personal discretion between choosing a unique item from an NM or whatever, versus an upgraded crafted item.
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#10 Sep 19 2011 at 7:32 PM Rating: Decent
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quilens wrote:
because for some reason mari hates asians.

no idea why......

this really takes away all those hours getting the rare stuff. so its back to normal gear. while my inv is full of unique gear which at this point is junk.


....must...resist...urge...to...purchase...premium account... just to post... Piccard... facepalm
#11 Sep 19 2011 at 7:38 PM Rating: Good
Come to think of it...just the fact that an item is "Unique/Untradeable" should have been the biggest give away before anyone even speculated about U/U gear being mod-able. If you have to trade it to a crafter to get modified...well you can't trade it. Now on the other hand...I can see them allowing it to be modified at some point if they realize that being able to mod U/U gear would require that you actually have the required crafting skills to do it yourself...this could in turn give people more of an incentive to level a craft...just so that they can have access to gear others can't obtain without some hard work.

Edited, Sep 19th 2011 9:40pm by StateAlchemist
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#12 Sep 19 2011 at 7:42 PM Rating: Decent
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StateAlchemist of Amestris wrote:
Come to think of it...just the fact that an item is "Unique/Untradeable" should have been the biggest give away before anyone even speculated about U/U gear being mod-able. If you have to trade it to a crafter to get modified...well you can't trade it. Now on the other hand...I can see them allowing it to be modified at some point if they realize that being able to mod U/U gear would require that you actually have the required crafting skills to do it yourself...this could in turn give people more of an incentive to level a craft...just so that they can have access to gear others can't obtain without some hard work.

Edited, Sep 19th 2011 9:40pm by StateAlchemist


Oh god, please do not spawn anymore nightmares in the minds of the anti-crafters.

This would accomplish the exact opposite of what I believe they've been trying to accomplish lately, which is to not make combat classes feel as if though they are required to level a craft in order to perform well.

If anything they simply haven't implemented it because they'll need to develop a feature that allows crafters to socket gear without trading it a la WoW's enchant window. The other possibility is they honestly wanted crafter gear to be remotely useful.

Edited, Sep 19th 2011 6:44pm by RamseySylph
#13 Sep 19 2011 at 7:46 PM Rating: Good
Quote:
Oh god, please do not spawn anymore nightmares in the minds of the anti-crafters.


Heh. Yeah your probably right. But hey as a pro-crafter, I can dream, right? ^^

Edited, Sep 19th 2011 10:25pm by StateAlchemist
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#14 Sep 19 2011 at 7:46 PM Rating: Decent
true there are some pure combat players.

but also people who craft. you can't please them all but if they put the effort in they should be rewarded for it.

so if you are pure combat then you should understand that you will not be able to get best possible gear. while crafters who have the best gear IMO will be using them to their advantage. most of them anyway. the truly fair system would always reward those who go the extra mile.
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#15 Sep 19 2011 at 8:31 PM Rating: Good
Bumping, since they posted the official translation. OP has been edited to reflect this.
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#16 Sep 19 2011 at 9:38 PM Rating: Good
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quilens wrote:
the truly fair system would always reward those who go the extra mile.

Sadly this would lead to a "if you're not a crafter, you're subpar" mentality. Many people already feel that crafters have the upper hand in the game (for God knows what reason), you don't want to add oil to that fire.

Square are doing a GOOD THING by not giving edge to crafters, because crafting should be a CHOICE, not a REQUIREMENT.

On that note, can playing melee class also no longer be like being a second-rate citizen? I love playing CON and THM, but sometimes I just want to punch things.
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#17 Sep 20 2011 at 1:53 AM Rating: Decent
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Yoshi has mentioned a number of times that the Materia system will be put in place with the intention of revitalising crafting and the market in general. He mentioned that for this it would be possible for crafted gear which used Materia to be at the same level or even superior to drop gear.

Personally the only way I can see this happening is for crafted gear to be equal or superior only with the Forbiden Materia, and even so I dont really expect it to be better with just 2 pieces of materia.

The main point now will be what exactly is the fail rate for Forbiden Materia and how people will risk their +1, +3 gear + materia to get this "Uber Gear".

I can still see a lot of people using NM drop gear while attempting the perfect +3 gear plus 3 pieces of materia for a long time. This will make both crafted and droped gear needed.
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#18 Sep 20 2011 at 3:06 AM Rating: Good
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This is like straight up Monster Hunter, sticking gems in armor to get minor boosts. Except you have to grind your gear exp, then sacrifice your item for a, most likely, +2 attack grade 1 gem.

At first I thought this was a needless waste of developer time, and thought "why not just let the crafter's directly boost stats onto gear using materials?". But I guess this is the answer to getting items out of circulation. Those 15k Jade Hora's are clogging up hard working retainer bags after all, so I'm looking at this in a different light a bit.
#19 Sep 20 2011 at 3:03 PM Rating: Good
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All I ask is for them to put in a W-item Materia for me to find, nature will take care of the rest. :)
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