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  1. #1

    Repairs System, Its Viability As Is, and What it Should Be

    Hi. As always, I will preface this by saying that I am a main crafter, with some DoL thrown in. As such, I would like to open discussion about changes to the Repair system to make it a viable aspect of the game that goes beyond occasionally needing to see an NPC.

    The idea of a repair system for this game, I believe is essential. As long as crafters are viable as a main class, repairing gear must remain an important part of the game (which could be a whole different topic in and of itself.)

    Also, I believe that the recent changes to durability loss were in fact a step in the right direction. I believe it is at a good balance between casual needs and hardcore needs, although it does need a little bit of tweaking (again, that is another discussion.)

    However, the new durability has severely neutered the importance of repairing. This does not need to be addressed by "nerfing" gear again. I think addressing the issue form the perspective of the repair process would make the game more enjoyable for crafters, without completely ruining it for DoM/DoW.

    As it stands right now, there is absolutely no difference between repairing gear at 10% as there is at 90%. Also, the repair NPC can only repair up to 75%, which is nice, but also fairly meaningless considering the new rate at which gear reduces.

    I would propose a tiered system for repair. And it would look something like this:

    1.) Gear may continue to be repaired up to 75% at the NPC.
    2.) Gear that is "white" and suffering no status effect is repaired at the current costs.
    3.) Gear that is "yellow" is repaired up to 75% at double the cost.
    4.) Gear that is "red" is repaired up to 75% at tripple the cost.
    5.) Gear that is at 0 durability is repaired up to 75% at quadruple the cost.

    Obviously the actual cost of repairs will need to be rebalanced (though given the lack of gil sinks, I don't see the need for it at this point in time.) Also, these steps impact the DoW/DoM who don't craft. But what about the crafters?

    Crafters also should have some stake in this, since we can repair our own gear more often, we must be affected, too. I would suggest that in addition to the NPC costs above, that we also have the following.

    6.) Repairing "white" gear to 100% remains the same.
    7.) Repairing "yellow" gear to 100% requires double mats OR a single +1 mat
    8.) Repairing "red" gear to 100% requires triple mats OR a single +2 mat
    9.) Repairing 0 durability gear to 100% requires quadruple mats OR a single +3 mat.

    Now we have a system in place that encourages people to maintain their gear at a higher level, but definitely skews it towards crafters in the economical sense. That is, more mats means we charge more, as does using HQ mats. This can be balanced out to some degree by adding one more feature:

    10.) Allow "Seeking Repairs" and "Seeking Repairs, Mats Provided".

    Now DoW/DoM, have the ability to use the drops off the mob without having to put them into the market if they don't want (great for casual players), but those rarer mats that require crafting are still important.

    As I mentioned before, I am a crafter. I understand that this skews the repair system in my favor. But I would like to hear from DoW/DoM - especially those that don't craft at all - what you guys think of this? Personally I think adding this little bit of depth to repairs would greatly improve the system, without making it too hard on any one person.
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  2. #2
    Player
    MariyaShidou's Avatar
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    I don't think that making more penalty for repairing more broken gear is a good idea, this will just lead back to the same old repairing every hour that people was complaining about (because they would want to repair with the lowest expenditure possible).

    Instead they should:
    1. Allow NPC to repair accessories.
    2. NPC repair price to be halved. Even when halved it's still more expensive than player repair anyway, but more affordable to people who don't want to rely on other people for whatever reason.
    3. NPC can repair up to 95%, 100% condition will still be player exclusive, so if you need to sell/trade the gear you will still have to find a player for that.
    4. Fix a few repair material, Jade Hora is too costly to repair player-wise for example since Jadeite is a HQ result.
    5. Separate Bazaar and Repair windows, allows people to put up to 10 items for repair at any given time.
    6. Separate Gears into Gear section of inventory with its own slot, maybe 60, while any others will be taking the current 100 slots separately.
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  3. #3
    Quote Originally Posted by MariyaShidou View Post
    I don't think that making more penalty for repairing more broken gear is a good idea, this will just lead back to the same old repairing every hour that people was complaining about (because they would want to repair with the lowest expenditure possible).
    I don't see how that as an issue, if it is re-tweaked price wise. Ss it was, repairing items was a great means by which a crafter could scrape by. Maybe not make big bucks, but it did pay the bills for me at least, allowing me to get mats to grind, etc. Now there is much less to repair, and it has essentially removed the importance of repairing involving crafters. At this point, why have durability loss at all?

    If it is re-balanced a little, the overall price to DoW/DoM remains relatively unchanged, and they don't have any huge impact. What it DOES impact, is the crafters, giving us a little bit of choice and involvement in the repairs beyond browse, click, craft.
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  4. #4
    Player
    MariyaShidou's Avatar
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    Mariya Shidou
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    I'm eagerly awaiting your result to Repair a 0 durability Jade Hora with your propose system. That PUG better pay half a mil gil for that repair or you will just tell him to GTFO, lol. Hint: I've processed over 200 Raw Jade and I've gotten about 20 pieces of Jadeite, and with your proposal you will need to use 4 Jadeite to repair that 0 Durability Jade Hora. The other day someone running around with a Jade Hora to repair with a tag of 100k and I still tell him I wouldn't bother to repair his...
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  5. #5
    Quote Originally Posted by MariyaShidou View Post
    I'm eagerly awaiting your result to Repair a 0 durability Jade Hora with your propose system. That PUG better pay half a mil gil for that repair or you will just tell him to GTFO, lol. Hint: I've processed over 200 Raw Jade and I've gotten about 20 pieces of Jadeite, and with your proposal you will need to use 4 Jadeite to repair that 0 Durability Jade Hora. The other day someone running around with a Jade Hora to repair with a tag of 100k and I still tell him I wouldn't bother to repair his...
    Never said it was perfect. XD

    To me, however, that seems like it is more a problem with having an item that requires a an HQ to do even the most basic repair. OR it is an issue with having little control over HQ output. As it is so random right now, I find that I do just as well with Rapid synth HQs as I do with Bold synth HQs.

    If that were addressed, it might be less of a problem.

    Also, if jade hora were a superior item as opposed to just being the base item everyone uses at that level, it would make sense. In my eyes, it seems perfectly reasonable to have higher quality equipment cost more, but you are right; in this case it would be detrimental. I will, however, point out that with the lower durability drain a system like what I proposed wouldn't necessarily cost any more via repair NPC (assuming of course, it was balanced so that pricing in the new system was over all comparable to current pricing.)

    Any suggestions on what might work better? Because as it is, the repair system truly does seem totally pointless to me, and obviously as a crafter, I like the idea in theory.
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  6. #6
    Player
    MariyaShidou's Avatar
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    Currently there is no Superior item, maybe HQ versions are considered Superior, but everything are just of different ranks.
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  7. #7
    Quote Originally Posted by MariyaShidou View Post
    Currently there is no Superior item, maybe HQ versions are considered Superior, but everything are just of different ranks.
    Exactly my point; its a "Regular" item, that every one has to have, because there are no other options. Having an HQ item as a repair mat - especially when the HQ system is so hugely random - is silly, and a detriment to the game. If it were, say similar in rank to a second item, but had better stats, THEN and only then, would an HQ base mat make sense. Either way, I see the Jade Hora as a problem under the current system as well as any changed system.
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  8. #8
    Player
    AlexiaKidd's Avatar
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    For repairs I would like a "Repair Kit" that could patch up the item to 75% and could be used by any class and rank to repair any item. Then I would have people who repair things properly and use the correct mats a chance to be able to +1 the repair. This could give the items 125% durabilty until it drops down and is repaired again. You could even take it further and give the item the stats of a +1 item until durability dropped to 100% and so on. This would encourage proper repairs and still allow people to patch up items while out in the field.
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  9. #9
    Quote Originally Posted by AlexiaKidd View Post
    For repairs I would like a "Repair Kit" that could patch up the item to 75% and could be used by any class and rank to repair any item. Then I would have people who repair things properly and use the correct mats a chance to be able to +1 the repair. This could give the items 125% durabilty until it drops down and is repaired again. You could even take it further and give the item the stats of a +1 item until durability dropped to 100% and so on. This would encourage proper repairs and still allow people to patch up items while out in the field.
    That's a really cool idea, on both accounts.
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  10. #10
    Player
    pepesylvia's Avatar
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    Rocky Genji
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    That is some very forward thinking, pretty good idea actually.
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