Plan A, Plan A, Plan A. *continues Plan A chant*
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Plan A, Plan A, Plan A. *continues Plan A chant*
I say go with Plan B for the accessories, it sounds interesting and opens up possibilities for more unique gear later down the road.
As far as repairing goes, do NOT allow crafters to repair any and all gear. I don't know about you, but I would not feel comfortable if I walked into a weaver's shop for repairs on my shirt and they pulled out a hammer or handsaw with a smile on their face. It doesn't make sense and is not possible in any way, shape or form. I'm not one of those people who are all geeked out about immersion in this game, but at the very least they should stick to their mostly realistic approach in the sense of who can equip what types of armor and their corresponding crafters that can repair them. It's one of the things that sets this game apart from others. For me, anyway, it was the little things like that that made me enjoy the game more even if it could be a pain to have to level up multiple classes to be self-sufficient. But again, that makes sense, and this IS an MMO we are playing so why is the difficulty and amount of time needed to do [x,y,z] even a question? :/
By repair anything from any class, I believe it's just a convenience as opposed to changing classes between repairs. You'd still need the proper ranks in the other classes. What I don't is that little glitch in which between sitting and standing after a repair, "Browse" vanishes and trade / invite / LS invite is highlighted, causing a lot of accidental invites and trades. There's barely enough time to change classes with a macro and hit "browse" before it vanishes. Repairs are fast and competitive.
Another thing. Please stop deducting from a player's inventory when they put an item up for repair. Make it yellow like an item is in the trade window when 'in use' and reserve the space to repair it.
I think it would be better to allow to repair by groups of DoH. For example THM and CON weapons can be repaired by goldsmith and carpenter. Helmet - blacksmith and armorer. And some rare items by only one DoH (maybe most low rank gear by any DoH).
And plan A looks very interesting.
Sorry for my english. Hope I discribed my suggestion appropriately.
I wanted to save my 100th post for something more interesting, but screw it. Plan A, I say. Plan A.
And I'm all for simplifying the repair system. It's no fun, so not much time should be spent on it.
I like the NPC repair to 99% but honestly I would of been happy with any number 90%+, I was not a fan of the 75% because I would be yellow again in no time lol
I vote plan A!
Bayohne....Thank you for this post. The proposed changes for patch 1.19 entail long overdo adjustments to repairs performed by NPCs. This will allow casual players and low level parties greater flexability in their leveling. There will . of course, still be a need for higher level crafters to help repair gear for end game parties that will be spending a larger amount of time away from the nodes on raids and high end mobs. The proposed changes for 1.20 cover this nicely.
im a goldsmith and i say PLAN A ALL DAY. good lord do you people not get annoyed at how many freakin accessory's we have and how many people care so little about fixing them they either leave them broken or just flat out replace them because of how much of a pain it can be to take off and care for another 5+ items on top of all your gear and weapons. I see it ALL the time and i do it myself.
A lot of nice changes coming along :)
I too vote for Plan A - I liked it when they changed the fact that our undies no longer degrade, and although accessories do not appear to deteriorate at the same rate as normal equipment (or is that just me?) I personally don't like the huge faff in unequipping accessories along with everything else to repair them.
I do not like the suggestion of having any DoH class (except CUL and ALC) being able to repair any item. The suggested repair system fixes are already going to make getting item repairs less of a hassle, but as a 50 WVR should I really be able to fix equipment that requires an ARM? (Unless I read that incorrectly).
Crafters need some form of individuality and identity retained :( I leveled WVR and TAN primarily because that is the material a lot of my armour consists of.... I don't think a BSM or GSM should be able to repair the same items I can for having slaved through ranking up a particular craft ^^
Just my thought.
You're all criers. This game will be the best game of the history after 1.19... you're all adults, accept fact and look to the future or quit the game.
Plan B
And repair kits crafted by alhemist and culinarians?
I do not understand how there is not a significantly larger amount of rage over their wanting to make repairs not class specific. IMHO it is a unnecessary and excessive change that further degrades the crafting classes.
Why would accessory repairs be the topic you choose to debate when the 1.20 repair update is this Ridiculous..
I actually hate the repair system and I would love to see it removed, I want to concentrate on lvling my Lancer and not having to stop "every 2hrs" because I need repairs, or my crafting jobs are falling behind with the lvl of the gear Im using making it impossible to repair if I upgrade my armor later.
But I don't think that will happen, so I'll have to deal with it untill they come with something better. :/
probably because people who are mainly DoW dont like to wait around for multiple different crafters to fix their gear. All this means is people who are willing to actually seek people out who need it or just want to have friends fix their stuff will benifit. Im very glad they are making repairs less intrusive to other classes. Its not like you cant already make gear that people depend on to keep up the economy or need you to attach their materia, that seem like plenty to me. crafters are very nessicary and even in FFXI they were just as important, but not something that you were pretty much forced to use.
All the changes made for 1.19 make the changes for 1.20 unnecessary. You will not be required to use crafters because NPC repairs will be cheap and effective. But taking away the Class specific ability to repair items only serves to degrade the crafter classes themselves, it does not benefit DoW/M in any way. In fact having to seek out a Specific crafter will prolly work to your benefit because it would give you the opportunity to sell the item to them for a discount and not have to worry about working the markets to get rid of your second hand gear.
I am all for simplifying repairs so this is what caught my attention the most as well. Is there going to be a level cap raise? It wouldn't make much sense to implement R50+ gear if we can't be above R50 yet. You would not get the full effect of the gear. So it sounds like level cap is being raised in 1.20. Probably only to r55 maybe r60 at the most.
you do realize that crafters fixing things is cheaper right? and that when your out grinding or something im pretty sure thats a hell of a lot more handy then going back to a camp...then back to the area you were. Will it be used less? of course...its still WAY quicker because you dont have to go through all the stupid steps of take off gear > bazzar gear > set reward > wait.
Crafters right now have it pretty damn good and loosing 1 thing that for plenty of people likely dont make any profit from if not loosing it sometimes is not suddenly making it that crafters useless. This isnt FFXIV: crafters...thats VERY clear that combat is the prime focus of this MMO. And how often do you and your gear fixer start up a random conversation about buying your stuff? i have never seen it and most people either NPC stuff of toss it on their market ward mules.
i Actually would hope they dont...yet. Id much rather wait for 2 things to happen before that does. 1 being the class system and 2 the world being re-done. It would also mean they would have to create a bunch of content like leves and stuff for people who get past 50. I just cant see that happening now when the game is still being fixed and there still isnt much for all the other levels as is.
To your first point, Yes crafters are cheaper, but they are not in any way significantly cheaper and 90% of players are simply going to eat the cost of going to an NPC.
To your second point, if you are out grinding and all your gear breaks you either a) Left with half broken gear b) Are dying way to often or c) Are using gear that is way out of optimal range. Any way you look at it, it is not the crafters fault and a walk, or return in the case of deaths, back to camp is not a heavy price for you to pay.
To your Third point, they already said they intend to optimize the manner in which crafters repair gear starting in 1.19. You will may still have to bazzar things, but that will not change regardless of their allowing any crafter to repair it.
To your fourth point, its not about making a profit, its about the depth and fulfillment of playing the class. Allowing every crafter to repair any other crafters crafts is the exact same thing as letting any DoW/M use any other DoW/Ms abilities. It detracts the the classes uniqueness.
To your fifth Point, This is infact FFXIV: Crafters, crafters are a major portion of this game. As selling point it drew in a large portion of the population including a lot of people who left because combat was so bad. Yoshida said Comabt was to be fixed first, he did not say that Crafting and Gathering were going to be abolished from the game.
And to you Sixth and final point, at the moment offering to purchase gear from a player seeking a repair is a rarity. In the future, however, crafter repairs will primarily be used as a means by which to prep second hand gear for sale. That being said, a crafter who is attempting to work the market would have a vested interest in the flow of second hand items. DoW/M would have a vested interest in getting out of the market quickly. Naturally a system where by crafters take second hand gear repair and sell it for DoW/M is going to happen. By removing the Class specific repairs you dramatically reduce a crafters ability to manage and profit from their market.
There are literally no Legitimate benefits to the removal of crafter specific repairs. Especially when you take into consideration the dramatic increase in the availability and effectiveness of NPC repairs. The removal of this system hurts the games Realism, Class Uniqueness and Markets while offering nothing in return.
After thinking about it I don't care either way about the "Any craft fix any item" thing. People will eventually get a repair if you can't do it, just open it up so anybody can help everybody. You complain about losing out on repairs but don't forget you will also potentially get a LOT more people to repair, and if you have all crafts at 40+ there's nothing to complain about in the first place. The issue pretty much becomes nonexistent if you still require the craft job at the correct level.
Crafters are supposed to be about making gear, selling items second-hand does not ruin the economy in any game ever and it would happen with your involvement or not. The systems being added are likely to keep gear circulating by going into the economy with simpler repairs and crafts and being removed through Materia.
Hoping that the accessories with timers are more like the signet rings and items that give cookies or some sort of other bonus. Not a stat bonus that only lasts for a few minutes. I love the Hermes Shoes but I hate the recast timer on them. So not something like that, but an accessory that provides a great bonus.
I don't think you should remove durability of rings but allowing them to be repaired by the NPC would be nice. My concern is once again crafter identity. If you are concerned with one crafting class being able to repair other armor, I think there should also be concern for Goldsmiths losing their ability to repair as well.
I don't like being able to repair any piece of armor. I prefer the different crafters repairing their individual crafted items. As someone else put it "A needle repairing a lance" it does seem rather silly and takes away from the game play. I think that is an extreme measure, especially with the fixes that are coming with the repair npc.
I don't wanna be that guy, I swear, but I'm not sure I have much of a reason to level a crafter myself lately or even if I somehow manage to feel like leveling one, I don't have much of a reason to level more than one now.
Mini-Game is the same.
Gear is pretty much the same.
I'll repair everyone's anything with the one I leveled (IF they don't feel like paying a pittance to the NPC).
Far too easy to build up money by fighting rather than crafting (in less time too).
I just wanted to feel like a credit to the team when I jumped with my friends and said "Oh yeah, I got Blacksmith, Alchemist and Tanner! Worked my ass for all that, but here you go!" and be able to say "Oh man, I enjoy Blacksmith so much more than the rest, and I can't stand Goldsmithing!". Though the latter never happened to begin with.
Eh, I'm sure when this shows to be an issue they'll work into making craft (and craft variety and specialization, above all) interesting. Good thing about this team is they are never reluctant to go ahead and tweak.
But for the love of Baby Jesus do something with Culinarians already, I am not even one and it's hurting how deep down the hole they are!!
Why can Blacksmith hammer your shirt back to mint condition but a Culinarian can't at least hit your armor with his fry-pan? If it isn't going to make sense for the sake of efficiency, then go all out. Not that it would make Culinarian more attractive, since it's something everyone can do too, but at least it won't be entire freakin' below everyone else.
Can I start caring about what I eat yet?
Edit: I understand how making repairs easier to find are entirely necessary, thus the NPC fix, but how about actually making Player-Made fix attractive instead? Some sort of advantage? Bonus? Really, people play with so little community interaction nowdays anyhow that I can't tell if I am online or not.
Couldn't even get 100 likes on this one huh?.. Sad
It would be weird to let upping one crafter class such as leather worker, but can repair full plate, sword, shield... <,<;
eventho, it is video game, but easy mode already go far beyond easiest.
If it was me I would of made something like. (if they are going to allow any class to be able to repair)
- Actual crafting class to repair - repairs up to 100%
- NPC repair - repairs up to 99%
- Other class repairing using repair items - 50% / 75% / 99% (depends on repair item used) - any class can repair but not as much as NPC or original repair class.
Quote:
I was thinking it would be ok if all Disciples of the Hand classes, aside from Alchemist/Culinarian, would be able to repair any equipment.
Just wanted to say that I wouldn't like it at all if (almost)any disciple of the land class could repair any type of item. It would just take away from the classes. They would be less unique. It doesn't make sense to me to ask a weaver to fix something metal. o.o; Not stressin' just saying. XDQuote:
Classification of gear that can be repaired by Disciples of the Hand
I mentioned this in my previous post, but we have not fully decided to allow repairs of all gear by all crafting classes (other than alchemy and cooking).
Of course we are taking into account issues of story and crafter identity, but we don’t think that this should cause any stress. We believe that at this level, players will have their preferences, which is why we are conducting a survey in order to factor in the players’ opinions in our final decision.
Can't wait for the survey. ^^
I'm ok with Reinhearts Idea. But I do not think any crafter should be able to put it up to 100%.