Didn't it kinda already work that way? It has been a while since I played FF7, but IIRC materias had stat penalties/bonuses based on their type. So you didn't want to put materia that gave penalties to strength to your hard physical hitters etc.
It did work that way but FF7 is a really easy game and unfortunately you don't need to consider those kinds of parameters to beat anything.
Except maybe the fucking wall.
God I want to give all my materia to Yuffie, I want her to make anal beads out of some transform materia so she can shove em up my ass until I turn into a frog and then she can shove frog me up her ass
My home board is /d/ btw
I don't like how generic and samey it makes all the characters.
FF6 was also bad in this regard because magic becomes the only thing that matters after a while, but it takes quite some time for that to happen and FF6 characters have innate skills while FF7 characters only have limit breaks.
FF7 did have innate stats, but they needed to be more extreme. Probably didn't help that so many characters had good physical and magical stats, and that Aeris had a really nice set of limits and nice casting stats only to die like a third of the way in.
It's the best part of it. I want the characters I like not handicapped.
That being said I would be open to a fourth of the abilities in a game being simultaneously outside the Materia, with all characters still having at least minor access to them, even if they're not as good at them as the specialists. Those precautions should still keep everyone powerful.
It's a great system but the stat modifiers were basically so trivial as to be pointless. It's crazy replaying FF7 recently and being shocked at how tiny a game it actually is compared to say FFX or XII.
On paper it's my favorite system. In terms of sheer quantity of options, I don't think any other system matches the way it lets you pair (almost) every spell with every type of support modifier.
In practice, it's still great and makes challenge runs a lot of fun, but I think it needs a few tweaks. Faster growth rates and getting earlier access to the more interesting support materia would take it to the next level. I also think the game as a whole would benefit if the differences in character stats were more pronounced, and if the stat modifiers that materia gave were more significant, so that you actually had to consider which character you put which materia on.
>put all healing materia on Vincent >in boss fight use his limit break >he is now a werewolf or something and cannot geal
No. Not all characters feel the same. Not the same at all.
https://i.imgur.com/vvgbgWJ.png
The materia system was fucking awesome. The combos with all, final attack and ect can be expanded on.
1. Finding new materia would have been better than leveling the ones you had
2. Some slots should be locked to help differentiate the characters and weapons
Bullshit, there are still huge differences. For starters the limit breaks are a big part of the game and they are unique for each character. Also the stats and weapons will make a large difference. Barret will not hit as hard as Cloud, but most of his weapons are ranged so he can attack enemies in backrow without penalties.
Probably one of the cooler skill systems in a game ever.
Kind of wish FFXIV's (when it was still a sequel to XI instead of WoW but FF) materia system was like it instead of being WoW/Diablo gems >stick Fire+Elemental materia in your weapon? It does Fire damage now >stick Auto+Barrier in your armor? There's a chance when you get hit a mini barrier will negate/reduce the hit
Maybe in OG, in remake there's decent reasons to diversify since each character excels at different things. Cloud/Tifa wants offensive stuff, Barret wants a mix of offense/defense, Aerith wants both support and offensive magic
I like them balls
Very awesome system that's a bit drug down by how fuckin grindy leveling up the materia can get.
Yuffie loves them
Best system. Easy to use and lots of room for customisation.
I'm thinking of having a similar system in my JRPGM game. Would having them be memories of past warriors work?
Yeah, make them relics of old warriors
That's what materia is already, so sure.
would be good if the game wasn't piss easy
this
it really doesn't matter the game is ez
I think some materias should be locked to certain characters, or at least give them different effects rather than "everyone gets the same shit lmao"
Simple fix, each character has an affinity for a certain Materia color and gains bonuses from equipping those types.
Didn't it kinda already work that way? It has been a while since I played FF7, but IIRC materias had stat penalties/bonuses based on their type. So you didn't want to put materia that gave penalties to strength to your hard physical hitters etc.
It did work that way but FF7 is a really easy game and unfortunately you don't need to consider those kinds of parameters to beat anything.
Except maybe the fucking wall.
God I want to give all my materia to Yuffie, I want her to make anal beads out of some transform materia so she can shove em up my ass until I turn into a frog and then she can shove frog me up her ass
My home board is /d/ btw
I love it. When replaying the game it feels slow though, so I equip double growth equipment ASAP and keep it on for most of the game.
I don't like how generic and samey it makes all the characters.
FF6 was also bad in this regard because magic becomes the only thing that matters after a while, but it takes quite some time for that to happen and FF6 characters have innate skills while FF7 characters only have limit breaks.
FF7 did have innate stats, but they needed to be more extreme. Probably didn't help that so many characters had good physical and magical stats, and that Aeris had a really nice set of limits and nice casting stats only to die like a third of the way in.
It's the best part of it. I want the characters I like not handicapped.
That being said I would be open to a fourth of the abilities in a game being simultaneously outside the Materia, with all characters still having at least minor access to them, even if they're not as good at them as the specialists. Those precautions should still keep everyone powerful.
It's a great system but the stat modifiers were basically so trivial as to be pointless. It's crazy replaying FF7 recently and being shocked at how tiny a game it actually is compared to say FFX or XII.
fun system though it does kind of carry the game since all the characters are more or less the same
i'll see how they do it in the full version of 7R
On paper it's my favorite system. In terms of sheer quantity of options, I don't think any other system matches the way it lets you pair (almost) every spell with every type of support modifier.
In practice, it's still great and makes challenge runs a lot of fun, but I think it needs a few tweaks. Faster growth rates and getting earlier access to the more interesting support materia would take it to the next level. I also think the game as a whole would benefit if the differences in character stats were more pronounced, and if the stat modifiers that materia gave were more significant, so that you actually had to consider which character you put which materia on.
It's really cool, the thing though is that the game is so easy for the most part you don't really need to mess with it all that much
>put all healing materia on Vincent
>in boss fight use his limit break
>he is now a werewolf or something and cannot geal
No. Not all characters feel the same. Not the same at all.
The materia system was fucking awesome. The combos with all, final attack and ect can be expanded on.
1. Finding new materia would have been better than leveling the ones you had
2. Some slots should be locked to help differentiate the characters and weapons
Completely eliminates class identity, I don't hate it but I don't love it either
Just do what FF6 did and give each character an unique command.
based if you have a brain and don't look up combinations and discover on your own
Bullshit, there are still huge differences. For starters the limit breaks are a big part of the game and they are unique for each character. Also the stats and weapons will make a large difference. Barret will not hit as hard as Cloud, but most of his weapons are ranged so he can attack enemies in backrow without penalties.
Probably one of the cooler skill systems in a game ever.
Kind of wish FFXIV's (when it was still a sequel to XI instead of WoW but FF) materia system was like it instead of being WoW/Diablo gems
>stick Fire+Elemental materia in your weapon? It does Fire damage now
>stick Auto+Barrier in your armor? There's a chance when you get hit a mini barrier will negate/reduce the hit
final fantasy peaked 20+ years ago
its hilarious it's so simple and they can't make something like that again
Maybe in OG, in remake there's decent reasons to diversify since each character excels at different things. Cloud/Tifa wants offensive stuff, Barret wants a mix of offense/defense, Aerith wants both support and offensive magic
fucking aids
there's a reason why the Junction system from 8 was better
>here, draw 1000 times to max out your magic
no
it's an ok system, but hardly better
Junction system itself was good. The way you got magic was not.
Job systems are better.