Not to mention a streamlined repair system is still much better than the old one, and certainly much better than exp loss.
Its not done for "casual" players.
Well its not "just around the corner" but it is in the works.
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http://forum.square-enix.com/ffxiv/t...152#post227152 page 18 along side of redoing the maps
"Yoshida: Not sure if it will be a Mog House, but a private space and housing are in our plans for the future. We are planning to work on it along with a major revamp of the map."
and http://forum.square-enix.com/ffxiv/t...156#post227156
"Are there any plans to implement a housing system for players and linkshells?
Yoshida: Yes, as it's on the plan, it will surely be implemented even if it takes time. It will be implemented gradually with several phases. Please be patient until it's unveiled!"
I swear, I have never seen so many people on a game get so upset by convenience before. Every time they announce something as an attempt to streamline something or, in many cases, just have it make sense, people are jumping down their throats with tripe.
Repairs for your gear should have never been such an involved process in the first place, but because they already had them as such, they left in the ability for crafters to still be the highlight of repairs. SE is trying very hard to work with everyone to leave in things that enrich different styles of gameplay, but there is NOTHING about this change that makes the game more casual. Repairs are still going to be preferred for crafters to do. All that's really changing is that there will be a unilateral resource to go to that makes it more convenient for all jobs to collect.
If they had just gone to a single click system with the NPC's doing all of the repairs, all crafters would have cried foul about that. The system needed to change, it was unnecessarily complex with a fairly vast amount of design bloat. With durability hits being taken on death, repairs don't need to be a project you have to spend half your game time working on every time you want to go explore a region.
Hi All,
I'd say it's a good change. Suzaku has a good example (above): Needing to get an obscure repair item just to fix one piece of equipment is frustrating to say the least.
I've seen it happen numerous times where someone's desperately trying to find a Chestnut Branch to get a repair; or needing a Siltstone / Ragstone / Mudstone Whetstone to repair a Tool. Most of the time it was cheaper to throw away your tool and buy a new one, instead of paying the jacked up prices for the repair material (in the case of Clothcraft Needles vs. Repair Item).
I personally didn't mind the Repair Materials (I got used to it, and went out and farmed / made my own repair materials), but it's definitely a pain; especially for less resourceful and new players into this game.
It's a good streamlining. Less inventory bloat and hassle, more time focused on doing the important / fun things in this game, right? ;)
I was discussing the repair issue with a friend who questioned how much difference it made whether your gear was damaged or not.
The bottom line is that they need to add a parser.
As someone who carries all of the repair mats for my gear in inventory, they need to throw us a bone. A parser would really help.
Kiara had a great example - clothcraft needles. Especially the silver needle, I found myself just chucking the old needle and crafting myself a new one, which wasted a silver nugget. Those damn siltstones/whetstones were way too expensive and seemed to be pretty rare in the wards. And if your needle is HQ1, HQ2? Makes it really hurt to throw it away!
I think its great that they streamlined the process. It will free up alot of inventory space... Now what to do with all those repair mats, lol