@Griss there is no longer a failure rate for repairs.
Printable View
@Griss there is no longer a failure rate for repairs.
i vote for plan b
but maybe so crafters have the upper hand, make it so that crafters can repair to 125% instead of 100%
Plan B. No GLD discrimination is needed.
Do crafter really enjoy repair system ? i think some goldsmith would be glad to have no more accessories to repair.
Or make a "all in one" to repair from npc, would be better.
Plan A please.
I don't know why they're bothering to make further changes in 1.20. No crafter is going to repair your item when NPC repairs are just as good.
"Oh but you'll repair it so I can sell it!"
I won't because the faster you can sell it the faster you're undercutting products I have up for sale. The chances of you deciding to convert it to materia rather than repair and sell are fairly high too.
I do want each item to have a certain class that can repair it. Perhaps 2 classes. But having any DoH repair any item is a bit too far from reality for me. I know it's a game, but still.
Id be in favor of abolishing durability on accessories altogether.
^ Number 3 got my attention, 50+ gear. So max level increase is being planned for 1.20?Quote:
Adjustments for Patch 1.20 Onwards (Focusing on Disciples of the Hand Repair Adjustments)
I’ve finalized the plans for changes to the crafter repair procedure for 1.20.
If there is a chance to speed up the process then we will. In any case, the huge amount of trouble repairers have to go through is a real problem, and I have thought about adopting this basic flow.
1. Perform a command every time when you repair, to cut out the animation which plays each time
2. If Dark Matter can be offered by the one who is getting their equipment repaired this will make work a lot easier for the crafter
3. Add Dark Matter G6 (Level 50+ exclusive equipment) and readjust the specifications and price of G5
So, people think it is hard to imagine a weaver repairing a weapon with "dark matter" but don't find issue with the fact "dark matter" repairs everything? Kay. Both are for convenience. Just do it for convenience. Making a poll for this is a bad idea........
It is a fact that many people had a problem with the implementation of dark matter.
Since when are Eorzeans physicists anyway? Sounds more like it should be in SWtoR than FFXIV.
Yes there's a problem with a weaver repairing armor. It's more than illogical, it's insane.
I agree that crafters will not be inclined to repair items to 100% after the 99% repair NPC implementation unless the increase the price where players will not want to pay the NPCs.
It used to cost a lot to have your gear repaired by an npc. Especially when starting out and players had no gil. Now gil is plentiful and they only offer one dark matter for repair fee. That's BS and I won't do it. Go level the DoH job yourself you cheap dark matter offering piece of.....
Kay, SE should create Repair Kit so that any craftsmen can repair anything! Oh! People still have issue even in that case, I'm sure. Kay. Universal for the sake of universal ^-^ should just make a "repair job"!!
And please, explain how you repair something with dark matter? I'm pretty sure a needle will have the power to repair anything with "dark matter."
Go for PLAN A please! :D
I'm not going to argue semantics here. I've argued against people calling these changes 'dumbing down' before, because honestly the crafting/repair system was much too convoluted.
However, the 'any crafter can repair any item with a repair kit' idea is pure dumbing down at this point with all the other features they are adding.
Getting a repair on anything is no longer an issue with repair NPCs charging 5k at the most for repairs and them being everywhere. If you need to sell something then find the appropriate job. It really isn't tough at all. This game clearly went in a direction with a variety of crafter classes. Making it so ranking one of them up makes you able to repair everything just oversimplifies.
Dark matter on the other hand - while it can be argued in either way - solved the convoluted repair mat system where it was difficult to gauge what repair mats were worth, and how certain items has the easiest mats to get while others had nearly-impossible ones.
Why is Plan B always the better plan?
I'm loving the new repair info! NPCs repairing to 99% is absolutely fantastic! And contrary to what some have said, the pricing is about what I was wanting it to be - slightly more money than what crafters can do. I was hoping they would be able to repair accessories in 1.19, but it's nice to know you are looking into it for a later patch at the very least. As far as Plan A or B goes, I really don't care as long as the NPC is cheap for accessories (as we can equip so many - currently, anyways; apparently this is changing).
Plan A would be totally fine with me, though. I hate having to worry about repairing SO many items - especially because the process as it is now is so tedious and slow. And you can only repair 5 items at a time in your bazaar, so I can't even go AFK most of the time in case someone repairs and I can put something new up.
Yea, I had a fairly in depth break down of this and lost the text somehow so I'm going to keep it simple.
1.19 Repair updates are spectacular. They are exactly what the repair system needs to become reasonable after having removed 90% of the system.
1.20 Updates are ridiculous, they are completely unnecessary and make literally no sense. It is once again removing what little depth the crafting classes have and is counter productive to Yoshida's own plan to give crafters influence over the economy.
As to the Accessories part, both plans are awful. Removing Durability would be a good idea, but what is this absurd recast timer garbage. If i put on gear it should work all the time, not once every five minutes.
Allowing NPCs to repair Accessible is just a waste of time because they break so fast.
Wow, only 49 likes so far..
Kinda speaks volumes about how bad the 1.20 idea is...
I'd like to see cross-craft repairing within reason:
Blacksmith / Armorer / Goldsmith make sense.
Tanner / Clothcraft makes a little less sense.
But if they go this route, they should add back in the chance to fail if they're not the proper craft.
But I don't like the idea that the crafting jobs are LOSING their individuality.
This is definitely going in a direction where they want to be able to restrict you to only one Crafting job past 50.
this is BS why don't you just get rid of the repair system if you have to ruin it this way??
And all the people complaining about "AAAAW getting stuff repaired is a pain in the ass, i'm obliged to grind AAAAALL of the crafting classes in order to repair my stuff and it sucks, and it costs money and I don't want to pay people to repair my stuff and i don't want to wait ages for a repair..." LOLWUT? have you played this game at all?? It takes FIVE MINUTES staying next to Gogorano to get all of your stuff repaired, is it that bad?? Are you so busy you can't spend 5 minutes in the same spot??
But the worst of all are those whining about how they don't like crafting, but have to do it in order to repair their stuff... well guess what, this is an MMO, you're playing with other people, you can ask someone else to do that for you.
Honestly this whole thing, not just the 1.20 part (worst idea EVER), is just dumb. Speaking for myself, I don't really care about the gil income when i repair stuff to strangers, usually i do it even when they put ridiculous reward, like 1k for a grade 5 thing, I just do it cause I know NPC is expensive and waiting too much for a repair is annoying, but once NPC will be cheap and will repair to 99% I won't take the hassle to look everyone's bazar to see if I can repair something and I bet I won't be the only one, so NOW if you don't know someone that has the proper DoH you'll be forced to grind it to resell your old gear (unless the "every class > every gear" thing happens... jeez what the hell did they smoke? >.>)
The point is that a repair system isn't a must have, ffxiv can go on and be successfull even without it, tho it can be helpfull, can serve as a good gil sink, a reasonable death penality and a good way to enhance players' interaction and crafters' role, but honestly after reading all these things i just see it as a pain in the ass.
(9'.')9
This is all very heart breaking. I bought 99 of each kind of dark matter when the new system was introduced and was hoping that over time i would end up making a profit on it while repairing.
I also have leveling all the crafting equally so that I would be an asset to a group by being able to repair any type of gear.
Both those plans are now out the window in one fell swoop.. :(
I beg you please Yoshi, please do not eliminate all possible benefits to leveling multiple crafts. Otherwise I have wasted TOO MUCH of my time.
I like Plan A for accessories. The recharge cost, I assume is for the effectiveness of the accessory? Either way it sounds interesting and could lead the way to implementing abilities for accessories like in older Final Fantasy games. =D
I'm going with Plan: A for the time being.
All the accessories are annoying to repair individually. If we could repair them all in 1 swoop, then it wouldn't really matter.
While you're at it, let us repair all equipment in 1 synth both from repair NPCs & from crafters/crafting. If someone has the crafts leveled they should be able to repair everything in a click (just add an extra confirmation/list of everything being repaired & hit accept).
Take away the hassle & i'll gladly be fine with Plan B.
Sitting around doing each item individually is a bore-fest & the main reason so many consider it a hassle.
PLAN A!
Maybe recharge costs mean like buffs on the accessories? EXP buff, +5 STR buff or something like that?
Although they need to explain the charge ability thing in conjunction with accessories better...
I like Plan A but Plan B is feasible as well because it would be that little extra gil sink. Also I would like personally any crafter to do repairs and it be level based but I know some may be against this, maybe they could make it cost a higher grade of dark matter to repair an item that doesn't belong to your DoH. Since NPCs can repair to 99% there is no point leveling the repair system for DoH as it is. They could make it where you couldn't fix maybe the Grade 6 items unless you were that specific DoH or something as well.
gonna' go with a, rings shouldn't be getting worn out by swinging around a weapon
Logically speaking, you wouldn't really expect rings and necklaces to be damaged from battles. I mean you're wearing gloves so how are your rings being damaged anyway ? And they are tiny little pieces of metal ... unless the monsters are really determined to destroy the shiny things on your fingers ... I doubt they would hit them. Goldsmith should be grouped together with alchemist and culinarian in that their items just add a little boost to your stats, but don't really offer anything too substantial. In this sense I think it would be ok to do away with durability loss of accessories.
And while I'm on the topic of repairs, I just want to mention that having to unequip all my gear, scroll through my inventory to find all the broken items, and then fit them all in my bazaar (which is impossible btw) in order to have someone repair them is probably the second most annoying thing in the game, next to resetting my actions everytime I switch jobs. In fact this is the main reason why I prefer NPC repairs over having a crafter do it, because the NPC can repair my items while I'm wearing them.
Please make it so crafters can repair my stuff while I'm wearing it. If they really want money so bad, then would it really be so hard for them to send me a /tell before they fix my stuff and ask for payment before they do the repairs ? It would be like selling an item via trade window instead of bazaar.
So disheartening for the producer of the game to acknowledge crafting as serious grinding. I am rank 41 weaver been playing since release. Rank 40 Pug. I have spent much more time with Weaver. So grindy, I have a hard time sitting there doing the same synth over and over with pretty much standard option spamming. They made auto attack for battles they should make auto standard for crafting.Quote:
Players can raise their crafting level with some serious grinding, so I think this balances out the death penalty
I vote for Plan A: Stop loss of durability of accessories. No reason for accessories and such to break, as their reduced stats aren't worth the repair cost compared to like a chestpiece.
I vote A; it's logical and convenient. Also how about when a crafter repairs an item it will not start to lose durability for a certain amount of time like say 2-3 hours, unless you are knocked out and return.
I vote B.
Removing durability loss will mess with GSM usefulness as repair class.