Just add it but with super high cost . The service should be served by The House of Splendor Employees, so like, charge the repair cost for like 10 times the normal cost or something.
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Just add it but with super high cost . The service should be served by The House of Splendor Employees, so like, charge the repair cost for like 10 times the normal cost or something.
It isn't a glaring design flaw. There are already plenty of reasons stated for why this should not be a thing aside from it being a bonus to having leveled your DoH. In fact, I know plenty of people who have had to force a raid to exit so they could repair and every single time prior to the raid they were standing 30 steps away from a repair NPC. I would also venture a guess that many people who have their stuff break during a duty were in a similar instance in that prior to the duty they were next to a repair NPC.
Honestly, how hard is it to open the character tab to look at your gear durability (there are even little bars to show you a visual representation of durability on each item) prior to opening the duty finder window to enter the queue? This simple act would prevent 100% of instances where gear breaks during a duty. Even if you spend the entire time wiping, durability does not drop fast enough to go from 100% to broken in the allotted time of any given duty.
There plenty of repair NPC outside dungeons that can be used, having a repair NPC in dungeons at the start is pretty much hand holding and have little text bubble saying "hey now remember to repair your gear"
Until the next "Crafters can do this. Why can't I do the same without leveling up a crafter?" topic show up
The only glaring design flaw is, that we can't repair the gears of our party members ourself anymore like we did during 1.0.
Then this topic will be not exist. You forgot to repair your gear? Ask the party members if they can repair it for you. Pay them with dark matter. And be happy about the extra durability on the gear.
You can lvl the crafters without touching them you know... Buy the grand company item HQ or NQ they request in market board and use it every day to lvl up te crafters if you don't like or ask a crafter friend to do the craft for you.
Now you are wasting more gil repairing at npc than buy a stack of DM6 which is 11700 or even free if you buy with GC seals. You can use it close to 10x and better you can even repair in middle of a fight!
Reaching 50 on a crafter doesn't take much time and effort.
This is an interesting way to look at it, to refer to it as 'handholding', but I'm afraid I must stress the fact that having a contingency for a situation in which someone may wind up in a duty without repairs is only beneficial to everyone. Meanwhile, having it so that only crafters can repair in dungouns is only beneficial to the crafter and may actually also prove disadvantagous to the crafter themselves should the wind up with a tank who has a broken chest, legs, hand, etc. and is unable to repair. But I suppose some people lack the ability to empathise with such situations until they themselves have been subjected to it.
"There are plenty of good reasons, but I'm not going to list any of them." No, none of the reasons given have really been worthwhile. So far, it's always been "I had to level my DoH so you should too!" there is no good reason to force someone into crafting who does not want to be into crafting.
The reason why things like Materia Melding can go both ways, for example. On one hand, I get that people want to do it themselves. However, there won't really be a time where you're going "Shit I wish I had melded my gear" while in a dungoun. Even if you do say that, lacking melds on your gear isn't vital enough to your job that it will essentially cripple you should you forget to do it. So I am perfectly fine with things like that staying to crafters. That's a benefit for them and they deserve to have it.
But not having a way to repair your gear during a duty is a major issue and a bad design flaw on the part of the game. Being unable to pause the duty to step out and back in means that effectively, should your gear break, you are now crippled and hindering the rest of your party. This is why such features should be added to non-raid (Read: Dungoun) content.
Also, let's not forget, that this game doesn't give you any visual indication of your armor being in danger until your gear is at 10% durability. That's part of why people don't realise until it's too late - they don't check because it's not a habitual thing for them to do (And I doubt a majority of the crafters check either, because they can just repair mid duty.) It's silly to thrust expectations on people that you yourself may or may not be able to live up to.
So your entire arguement is contingent on it being a "Slipper Slope", do I even need to give you the definition of a fallacy? You are a pretty smart person, So I'll assume you already know how easy it is to counter that with the fact that it has absolutely no relevance to the debated issue at hand. Relying on saying 'It will get worst and they'll ask for more' is completely contradictory to focusing on the current issue at hand.
This just seems more like a salespitch than anything else. "Buy items from me so that the gil goes to me instead of out of the economy!" What kind of faulty logic is this?
Not only that, but that does nothing for people who are just reaching level 60 with their combat classes, people who are level 1 in all their jobs. Keep in mind, that even with bonus, you'll get closer to 3/4th a bar, so let's say every day were a bonus - you'd be looking at 2 months just to get to that point.
Not all items available on GC turn ins are available from NPC's, and those are NQ. So when you do NQ, it gives, what, 1/8th a bar instead of 1/4th (For non-bonus)? So let's say 8 months doing it that way to get your crafters up. Not a very good/effective method of expecting people to reach 60 with all crafts. People are more likely to quit before that amount of time passes in a themepark game like this.
In my 2 years of playing ive only experienced 1-2 times where this was an issue at all.
If you forget to repair your gear so often then you have bigger problems than just your gear durability, buddy
I played most of 2.0 without having my crafting classes leveled up never found it hard to go to a NPC to mend my gear before going into dungeons "oh look my gear at 40% I should repair before I forget", also it not hard to carry other gear with you if person really that forgetful. Even after leveling crafts if I found myself ran out of dark matter I still had back up gear. Oh this i200 piece broke and don't have the matter to repair it I'll just switch to this i185 piece I have.
Next up.
Retainer bells in dungeons because I forgot to equip my gear.
People are acting like crafters have been able to repair their gear in dungeons from the start of the game or something....
Patch 2.28 is when that came out: http://na.finalfantasyxiv.com/lodest...d06dca30386770
so about a year into 2.0 is when that ability came out.
That said, if people's gear is breaking from multiple deaths before even the dungeon timer runs out, it's a blessing really. If a twenty minute easy dungeon is having lots of wipes it's best to just stop. There is a 60minute timer on dungeons for a reason, but sometimes even that is too long... If people still really want a repair NPC inside the dungeon... like... whatever, but it makes like no sense as far as the game goes. "Oh we're are off in this abandoned temple in the middle of nowhere, oh hello shopkeep in middle of nowhere, want to repair my gear?"
Why not just a notification that pops up saying "Hey, your gear is looking kinda damaged there. Maybe you should repair it before queuing for this."? Something that can be toggled on and off, of course. Seems like it'd address your forgetfulness problem.
I imagine the repair NPC in Lost City of Amdapor; "A customer! It's been millennia since I've had a customer. I'll repair your gear for provisions, I'm sooo thirsty..." xD
I'm not a Lore aficionado, but this idea takes the cake.
I'm sorry you're forgetful, but this is just a silly notion, like that parrot in Twilight Princess; what is he doing there?
I'd get behind this, if I could skip the payment option and threaten said Repair NPC with double Fell Cleaves unless they do it for free, who's going to save them?
It's funny because people think they'd just throw an NPC in there at the very start, but...
it'd be so easy to thematically add it into each area. Let's thing about them for a moment, just for a few of the 50 expert dungouns:
Wanderer's Palace: Put in an NPC Adventurer. We already saw other adventurers in there. Can add flavor text about being chased out by tonberries.
Copperbell Mines (HM): Can be one NPC that is part of the mining crew.
Haukke Manor (HM): Wood Wailer.
Halatali (HM): There's already NPC's at the start of this dungoun.
Brayflox (HM): Goblin NPC. Jinglyshines!
Hullbreaker Isle:
Stone Vigil (HM): Knights at the start.
Sastasha (HM): A number of ways. Could add a "Treacherous Pirate" (though wouldn't thematically fit with the idea of Temper) or a Sea wolf.
Sunken Temple (HM): Excavator/Researcher who complains about there being monsters. The two that had gone there left, after all. It's not impossible someone (Even one of them) would come to the entrance.
And hell, let's tackle the Lost city of Amdapor, since you somehow thought this was one that would be SO IMPOSSIBLE for anyone to do.
You could easily put a wood wailer there at the start. Matter of fact, that'd be extremely easy. Why do I say that? Because they state that their ranks are spread too thin and that this is a task that would normally be reserved for them. So it's not unreasonable for them to send a person or two to hold / watch the entrance while a group of adventurers go deeper in.
That doesn't work for ya? How about the ever-popular Moogle? Doesn't break the lore, and it's not like there's anything preventing a moogle from going there.
Simply put, you can specialize the NPC's, give them some flavor text if you want, and it builds on the world, isntead of taking away from it. But that's only if you manage to think outside a narrow margin.
Minimum ilevel already prevents this, and has prevented my friends from derping before.
This is actually a fairly-reasonable suggestion that would help out some players with their issues, and is perfectly reasonable as it does not go out of its way to dismiss the problem at hand. Thank you.
Most games get by on this with a portrait of gear represented by yellow (below a threshold) and Red (Broken) - WoW (The game this is heavily based off) is a good example of this.
This 'blessing' was added not because they wanted you to be unable to spend more than 60 minutes in a dungoun, but because it helps remove the strain from the servers. That is their biggest reason, to make sure people aren't AFK and holding up the dungoun que. It ensures that there will almost always (unless the playerbase breaches a certain capacity) be a dungoun slot available to be filled.
Sometimes people don't think to check it. Heck, I try to repair my gear whenever I can (Because I can go over 100%, and there's been times on my DRG when I've hit 10%. The reason for this? I was just doing other stuff the week. Wheather it was not logging into the game, or when I was logged in I was quickly jumping into content. These are things that happen, and players shouldn't be effectively crippled with no recourse but to eat a penalty that was added to prevent OTHER issues to fix their mistake.
We're on the same server, would you want me to help you get your crafts to 50 so you can repair your own gear? Not being a jerk, genuinely offering.
Um no. If you can't remember to check your gear before going in and repair if needed, then you should probably level your crafting jobs to have the ability to repair yourself. Having an NPC in each dungeon for this is just laziness...
How about SE just have a mender follow you around all the time so person doesn't have to be bothered to actual go find the repair NPC.
I'm sorry, much like you, each of those NPC Adventurers only wanted to focus on battle classes and absolutely hates crafting. Thus, we are sad to inform you that they can not repair your gear as they have not leveled any DoH classes.
Oh, if they're just like me, then that's perfect! I've got everything at 60, so that must mean they do too, right? Fantastic, then there really is no problem with them being added in. Not only that, some of these people are professionals in the military (Grand companies), so it wouldn't be surprising to see some of htem with tradeskills!
I used to wonder why too, then I realized the answer is RMT.
RMT A queues into dungeon A - RMT B miraculously makes it in too. RMT requests repairs from B, offering 100k or whatever monies to B. RMT B repairs and leaves 100k richer. They have managed to move monies between servers (admittedly just within the data center) but they can move gil. I wondered why they don't just cap the repair reward /shrug. It's one of the few things I miss from 1.0.
I was just joking, I don't know where I stated how "impossible" this is. Please go get a hug from your mom and chill xD. People are way too prickly on here.
I could really care less, I can repair my own gear, which some people have stated it's a "major" part of the usefulness of DoH and would be detrimental if it was stripped away... O.o please, self repair is a perk, but definitely an afterthought.
So bring on the repair npcs if the community is sooo for it, which after reading this, they're not, so I hope the devs don't waste time on this silly idea xD
"I have nothing useful to add, so let's just throw out an insult that insinuates you are a child. Look at me guys, I'm debating!."
Come, can you not have a discussion without resorting to base level insults to try and defend what you said? "This idea takes the cake." "This is just a silly notion." You attempt to discredit others, and then you're surprised when someone can take the three seconds to create the scenario you overlooked that could be reasonable within the narrative of the story?
Also, after reading this, I got the reaction that it's just like any other issue - you have both people for, and people against. There rarely on these forums is an issue that is universally "Approved" of by everyone, from arbitrary reasons such as "It doesn't make sense to the lore", "I'd rather they spend their dev time elsewhere" to "I don't need this so it isn't a problem" (and then to actual reasonable explanations, such as the aforementioned MAteria Melding debate we had a few weeks ago.)
I don't feel you do, but if you go out of your way to make a dismissive statement + joke that tries to tell one side that they are being unrealistic, I do believe you should expect to be countered. However, if I made you feel assaulted or cornered at all, you do have my appologies for that. My only line with you is when you resort to insults after, and perhaps it would be wise to reflect on that in the future. Just my personal thoughts on it.
One thing I noticed following this thread, both sides of the argument have been rude/insulting during it, but usually it seems like the people for op's idea have been worse about it, and have been the ones calling the other side of the argument out on being rude.
Personally though, I don't care much for this idea\ since even some floors of Midas can be cleared when a tank looses their right side gear. Although I don't think it's reasonable for most dungeons to have a repair npc inside, I can agree with a lot of the ideas of having something outside, or a better warning
don't exist for lv 15-47 and lv 51-59 dungeons
SE should just do it without involving a payment.
Player A want his gear to get repaired in the dungeon and activate a repair request. Player B right click on Player A to repair all the stuff that Player B can repair and the needed Dark Matters get automatic removed from Player A because Player B used the Dark Matters of Player A for the repairs.
No payment or trade involved
Wow, I had to do a double take for this one. So, basically because you're too important to walk over to one of the massive number of NPCs who can repair your gear including the ones in your FC house, private house, friends house and Personal Chamber, you want an NPC to set up show in the midst of each dungeon to mitigate your laziness?
Perhaps one time I have seen someone who's gear got to 0 durability, they put something else on and kept going, and remembered to repair in future. I mean really, you can't just walk up to an NPC and repair your gear before entering a dungeon? Why?
Pros to putting this npc: The incredibly blind don't get punished for not repairing in 20 runs.
Cons to putting this npc: Loss of DoH perk. Story breaking. Really obviously not normally meant to be there. requires just as much walking as a normal npc before the dungeon does, making them honestly worthless. Promotes laziness. Promotes not checking gear. Promotes more DoH killing ideas in the future.
As you can see, way more cons than pros. Don't put it in. This is coming from someone that doesn't have grade 6 matter and doesn't have any crafters to 50 besides weaver (Paid for, I'm one of the lazy.) Let DoH keep their perks before people demand their newest gear comes free because they don't want to level DoH or pay for it.
Oh yes, way more con's when you're incredibly bias. LEt's take a look at a more objective view.
"Loss of DoH Perk" is completrely inaccurate, take that one out. It's not a loss to their perk. They still get the perk of being able to do it anywhere, cheaper, at any time (Even in combat), and at a higher percentage than those without..
"Story Breaking" as I already pointed out, this isn't the case at all. There's plenty of cases where it could make plenty of sense. Using NPC's, it can be used to build lore, rather than take away from it.
"Requires as much walking as to a normal NPC", except for the fact that it's very possible to be out in the field questing when you get your duty pop. Or it might just be that you die too much in a duty (It happens, some of us don't give up on two deaths), or it might just be that you entered at 11% and didn't check. Happens when you're doing questing every day.
"Promotes Lazyness" I can counter this by saying that not adding it promotes underperforming if your gear breaks and you're performing at 50% of your potential.
"Promotes not checking gear" Probably the only point that holds weight, though it's moreso about giving a contingency in the case that someone forgets.
"Promotes more DoH killing ideas in the future" is just a simple slippery sloap arguement. I could argue that it promotes better QoL improvements in the future.
Sell "Grade x Repair Kits" from NPCs at three times the cost of dark matter. They can repair any piece of gear anywhere, even if you do not have the job leveled to repair that equipment, and cannot overrepair like dark matter can.
All you'd need then is a bit of personal responsibility. :cool:
Uh, wrong... That's not the sole purpose of durability. It's also meant as a way to limit the number of times you can die in a dungeon before you must give up =P Sure, that number is pretty high, but eventually, if you really are that terrible, you'll have to throw in the towel and call it quits.
The current method is just fine, there's no need for a dungeon repair NPC.
First off, lore is malleable. With Aether and Magitek both being magical answers to all problems in the game, I'm sure something could be used involving them if people really are this upset about the lore. We also have flying turtles now, had Lightning Returns, and have ostrich sized birds flying. I'm pretty sure we can fit NPCs in dungeons into the lore somehow. For all the people concerned about NPC safety, stick some NPC guards with them maybe? Traveling merchants anyone?
There is every reason for me to keep multiple copies of the same gear with rare dyes. Because previously, I had limited rare dyes. Now, I still don't want to drop huge wads of gil every time I want to dye something different.
And you're one to be calling me forgetful. You seem to be forgetting that prompts only come up when gear is almost broken, which by that point, it's likely too late to repair if you're in a dungeon. Seems like you forgot this little detail.
Maybe you should have done a triple take, since I haven't even insinuated that I'm "too important" to repair outside dungeons. I've said many times now that I forget sometimes as I am a flawed, human being. If we're going to insult people just to insult people without any foundation though, I'm not going to respond to you anymore.
Yeah, because we all run around with our best gear in our retainer inventories instead of our armoury chests, right?
Please don't start with this sensationalist nonsense.
While that may be partially true, how many times you can afford to wipe depends on your gear state prior to the dungeon, so I have to say this is a shaky thing to say.
So let me get this straight: you want an NPC... to repair your gear... So it doesn't break... Despite being very easy to check outside a dungeon and only costs pocket change?
http://i.ebayimg.com/images/i/221975...-1/s-l1000.jpg
This request isn't "quality of life", this is just quality of entitlement and laziness. It doesn't matter how much you spin it, it really is.
If you can't take the few seconds to check the gear before you go in dungeons, then you deserved to be screwed over. It's simple as that.
And no, "human mistake" is not an excuse. Obviously this game is very unforgiving against "human mistakes", especially in extreme trials and raids.
If you got screwed and your weapon breaks because you forgot to repair, and you have to leave just to repair then I'm sorry but sucks to be you. Let that be a lesson to check your gears more often so you don't get into that awkward position again.
Or let that be a motivator to level your crafts up to level 50 so you can repair every gears. Doing so, you will be able to repair anytime, anywhere, so long as you have the dark matters.
Edit:
One suggestion that I saw in this thread, that I WILL Welcome, is the ability to repair other player's gears. We had this in 1.0. In 1.0, we used to able to setup flags for repair request and offer tips for repair. As long as we had dark matter on hand (and gil) any crafters could repair your stuff without you having to do anything.
This was awesome to have in 1.0, and would be a better way to "solve this problem". Especially since we can repair gears without having to change class.
Just like not liking waiting for buffs to reset on wipe is laziness and entitlement right?
And again. People forget. . Deserving to be screwed over because I forget is like saying a blind person deserves to be hit by a car because they didn't see it. That goes for you too, bald guy picture person. Selectively picking out what people say.
And no. It doesn't just suck to be me. If I happen to be the tank or healer particularly, it sucks to be anyone in the entire group.
But you go on believing if it doesn't affect you personally, it must not be an issue for anyone and worth doing anything about.
Hopefully one day I'll forget to repair and end up tanking for you, or someone else will, when you don't have a replacement to call in.
I think this is a rather pointless request when you can simply repair your gear before you queue for a dungeon. It's really not difficult to quickly check. You are asking SE to do a lot of work for something very trivial and easily solvable.
As said multiple times, you can also already repair your gear inside a dungeon. If you don't want to level the crafter classes or carry the matter, that's nobody else's fault but your own.
The lore argument is also very true and your response isn't really a solution. This would mean SE would have to design an NPC to fit into every single dungeon. A traveller mender simply wouldn't fit into a lot of the dungeons lore wise.
It's difficult if you don't think about it. For example, you log out, go to work the next day, and come home and queue after a long day only to find out your gear is about to break upon entering while you gave it no thought because you had no conscious or subconscious urge to.
And a lot of work? Really? Tossing already existing code into already existing dungeons is a lot of work?
The lore argument is BS. We have a lot more crazy things going around in the game now. Flying turtles, FF13 characters, etc. Random generic traveling mender NPCs with guards sitting at the entrance would work just fine. Unless you can explain how exactly that violates the lore bible, while flying turtles and dimension traveling FF13 characters don't?