I'm on board with this, not necessarily the 200% part but I did like how in TES: Oblivion you could juice your ARM skill up and repair gear to 125%, get a little extra mileage out of your repair efforts.
Printable View
Ya I like that idea as well. Some kind of bonus for repairing your own gear, or having someone repair it(eventually down the road) Having it degrade slowly, heck give it a marginal stat buff(this coupled with being able to repair others gear would really make crafters wanted).
How would you repair a leather jacket with a bow?
So long we can also gather stuff without changing to a DoL class and getting exp by killing enemies without changing to a DoM and DoW class.
Best would be if we can do everything on only 1 class once we leveled all to 50, then we don't need to change to another class anymore.
A bonus is already ingame, but watered down since 1.0 launch. the bonus to save gil.
At 1.0 launch it was a decision between PC repair for 80k gil each lv45+ gear or crafter repair for only 3k gil as a thank you. You got cheap repair, the crafter got easy 3k gil, everyone was happy.
I wish SE would increase the NPC cost again. At least to 500 gil for 40% repair of lv45+ gear
The repair system is really stupid.
Just make it so you don't have to switch to the respective crafter to do the repair.
Just add a "Catalyst/Prism" Inventory Tab so we have adequate space (akin to the Crystal Tab) for Carbonized/Dark Matter/Glamour Prisms.
C'mon SE! Too much unnecessary tedium.
First, you poke some good sized holes with your arrowhead, then you use your bow string as stitching to attach the patch or close the rip. Of course, after repairing something with the bow, you gotta buy a new one to replace it, but hey! at least we don't have to waste .5 seconds switching classes!
This, for the most part
I don't agree with 7, it's not necessary to mess with the existing non-crafter repair system, just make crafter repairs not suck
I would also change 2 slightly. I would make it scale with level. So, lvl 1-10 equipment takes 2 dark matter to repair 0-100%. lvl 11-20 takes 3 dark matter, 21-30 takes 4, etc. This better mirrors the escalating costs associated with repairing from a vendor.
Don't be asinine.
Current DoH repair system sucks and it's not because it's not "worthwhile" to do it. It's because the act of using your DoH classes to repair gear is extremely tedious for what you're doing and you're not even allowed to repair your gear when you'd need it most (in a dungeon).
Just allowing you to repair without switching classes would go a long way to removing this tedium.
EDIT: and the answer is NOT to make the normal repair system more tedious. Your average, non-DoH player does not usually want to be forced to interact with DoH if they don't want to.
Agreed. Repairing gear is a completely different matter than anything the person you quoted said. Logically, it makes sense that you have to be the class to do it. Functionally, it's absolutely ridiculous, especially when you consider how often you have to repair, the number of craft classes you need to switch to for full repair on numerous jobs/classes, and the fact that you can break gear in dungeons/raids and be restricted from being able to repair because of system limitations.
The only thing that would make sense at this point is if repairing your own gear also gave it some minor enhancements and randomly endowed it with permanent enhancements. Maybe increase those odds by letting your equipment get really low before applying Dark Matter.
Otherwise we'd still be using the NPC 99% of the time even if everyone could repair anything with the requisite Dark Matter.
Besides...this is Dark Matter, shouldn't it do more than just repair? C'mon...
Personally I think that the crafting repair system is broken. I have every crafting class at 50 but find it extremely inconvenient to ever repair my gear because I have to switch to a bunch of different classes to do it and there is no repair all button. The only way I would ever use this feature is if they made it more convenient, as it is right now I waste a lot less time simply going to the npc and clicking repair all.
My WAR:
BSM - weapon
ARM - head, body, gloves
LTW - belt, boots, some jewelry
WVR - pants
GSM - other jewelry
You usually need 2 crafts at least for your armor, probably at least one more for jewelry. So you only really need 3 if your weapon is repairable by one of the crafts needed by your armor & jewelry. This is the exception, not the rule.
Then you have to dig through the repair UI to find the gear you want to repair. Since you must switch to a DoH class, you will not be wearing any DoW/DoM gear you want to repair, and must sort through the various categories for weapon, head/hands, etc. If you repair your gear via DoH before the 50% damaged mark, then you're not saving any gil compared to just going to the repair vendor, so in order to use this, you must leave semi damaged gear alone and not repair it. If you play other classes, this adds to the amount of gear that shows up in the repair list.
It only takes 20s if you're lucky enough to actually only need 3 crafts to repair, and don't play any other classeses to clutter with gear to clutter the repair UI. Even then, to get any benefit out of it whatsoever, you must leave your gear in a broken state till it's at *least* less than 50%. And 50% is just the break even point, so in order to make the pittance of gil you save worthwhile you must let it drop lower. Doing so necessitates constant durability checking before doing dungeons/trials because if you forget, your gear might break mid run with no way to repair it.
The system was appropriate for the general slower pace and more involved (albeit tedious in many areas) design of 1.0. This system is horrible for the usability precedent set by ARR, where UI tedium for the sake of tedium has no place.
Well first, I equip my GSM mainhand, and it keeps all my accessories on so they take like 2 or 3 seconds to select repair for all of them. My weapon and head also are, so I go to weapon and go into armory, I know what it looks like even though I have like 23 or 24 weapons in my armory so it takes about a second or two to scroll to it. Way quicker then going to repair menu and scrolling a list. Same for head. Then I just put on LTW main hand and repeat and finally for WVR. I'll agree that it might take little longer for ARM and BSM but it still would only be about 30 seconds. Yes, it would be best if I could repair from any class, but people also overblow the time it takes.
Also, 80 Gil repairs are a lot higher than 50%. Its more like 60%. Which is super easy to get. As a raider I've probably saved 100k Gil + easy from repairing my own stuff. It adds up.
No.. it's not hard.
No.. it's not convenient.
No.. body will use it when there is a repair all button that costs less gil than you get running one dungeon.
I get what you're saying.. it doesn't take that long and it's easy to do but the alternative saves you time and costs barely any money. The crafting repair system would get used a lot more if people could repair all their gear without switching classes, it's as simple as that. Until then, it will remain as useless as it currently is with very few people actually using it.
They need to make Dark Matter Repair all Gear equipped. Basically give it a flat rate of like 1000gil-2000gil each.
Also make so it doesn't require a crafting job. Basically use it as a potion. They could probably get away with having Dark Matter be a Material used to repair a small % of gear and also use it to craft a Repair All Drink.
IMHO there should be a lot less gil fountains, and there should be no item durability damage and/or need to repair. It doesn't serve any purpose or add anything worthwhile to the game.
I've never had gear break down on me in duties. I just walk up to an NPC, and have them repair it after every duty. It's tedious, and a waste of time.
Crafting serves a purpose: crafting. And that too doesn't really need any item durability system tacked on.
I hope they'll stay unimportant. It's a bad idea to try to make crafters important from the beginning.
Because god forbid SE try to make a significant part of the game, a feature they advertised heavily, a feature that many of the player base enjoy, actually important in any way. We need to remind all crafters that they are useless and not welcome in this game, am I right?
in a sense, they should turn the crafting/gathering as skills rather than their own class/job. Similar to FFXI's setup, with the exception that you can be a master of all. Make it so i dont have to change classes just to repair or craft. Instead make it just a requirement to own the tool of the trade. Keep the same level restrictions on the tools, Let us own the highest level of craft/gather gear but make it scale down to your skill level similar to a level sync. ( gear level would be restricted to highest DOM/DOW level )
In this sense, you could be a lvl 50 PLD, own a saw that is lvl 20 for your lvl 20 carpenter, then all you need to do is swap out the armor/accessories to craft/repair. Your armor/accessories would scale down to the lvl 20 of your craft at the time of opening the craft window.
In this sense, it would also give purpose to level at least one class to 50 for all those crafter/gatherers.
It still saves you a bunch of money....key is repairing with dark matter when your gear is around 10-15% durability (ok, never run a DF or roulette with gear that low in case you wipe several times).
12-13 slots for 80g = 960-1040g
Repairing 12-13 lv50 armor around 10-15% durability at the NPC is over 2500-3000g
fixed it a bit
I think it also start at 68% to save money, but I need to look for this again.
I just repair everything in the repair UI that look like the durability bar is under 50% (need 2 seconds to see if there could be a bar under 50% in the list) and if you don't die too much you don't need to worry if you enter a dungeon with 50% or 100% durability.
Also make it that a PLD can use all CNJ skills with just a CNJ staff in the armory chest?
Because switching classes take so long?
What your character have in his hands determine on what class he is. If you have a sword, you are a GLA/PLD, not a CRP.Quote:
In this sense, you could be a lvl 50 PLD, own a saw that is lvl 20 for your lvl 20 carpenter, then all you need to do is swap out the armor/accessories to craft/repair. Your armor/accessories would scale down to the lvl 20 of your craft at the time of opening the craft window.