A repair-all option is long overdue, I see no purpose in having to individually repair each and every type of armor/weapon in the mender's menu. Will 2.2 include a repair all option?
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A repair-all option is long overdue, I see no purpose in having to individually repair each and every type of armor/weapon in the mender's menu. Will 2.2 include a repair all option?
Can't we just remove this inane need to switch to the class in the first place? Why can't we just be on, for example, Scholar, and repair the equipped gear from there? Why do I need to waste time switching to Weaver, Leatherworker, Goldsmith and Alchemist?
At the very least the repair menu needs to have a gear sets option. Switch to DoH, select my Scholars gear set, repair all the gear there I want to repair, done. No need to navigate through the lists of other gear I've accumulated for the other 19 classes in the game...
Pretty sure I've suggested this dozens of times, and I'm pretty sure self repair issues have been an issue brought up by the community since beta, and I'm certain it hasn't had a response from the developers once.
You're misunderstanding the OP's question I think.. they specifically mention that they're talking about the mender. Basically they want to be able to press 1 button and have every piece of equipment in their armory chest repaired (for gil) instead of having to go through dropdowns like "equipped", "weapons" etc.
I support this idea, you would probably lose some gil in the long run by repairing equipment that doesn't need to be but it would be a small loss and worth the convenience factor.
As for DoH repairing, I would be very happy if I didn't have to switch to my crafting classes to repair the items.
I just want to be able to repair other people's gear again ><
I totally agree with the OP. Although the different menus are look nice, why is there no repair all button?
It would be nice.
@OP: Yeah, I agree it's weird that they don't have that already. Though I don't think I've noticed it since I do all my repairs myself.
@Sotek: I agree with the switching classes to repair is rather tedious, but they did do a player poll vote that is somewhat relevant to this.
http://forum.square-enix.com/ffxiv/t...922.1391594196
I knew this issue was going to pop up. What I wish they have asked, was whether or not if we have to actually literally switch to the class.Quote:
Q3. Right now, only the class used to craft an item can repair that item. What do you think of this?
I think it’s fine as is.JP 71.5%I think any crafting class should be able to repair anything.
NA 77.2%
GB 77.8%
FR 80.6%
DE 85.0%JP 28.5%I found the result here quite intriguing. From the standpoint of convenience, it’s clearly better to do away with class restrictions for repairs. However, an overwhelming number of you—nearly 80%—said that you’re fine with things the way they are.
NA 22.8%
GB 22.2%
FR 19.4%
DE 15.0%
Question 1 under the Synthesis section revealed that around 70% of players are interested and/or involved in crafting. On the other hand, 80% indicated that they are fine with the current class restrictions for repairs. We can take this to mean that a third of the 30% who have no interest in synthesis prioritize immersion over convenience. We were thinking to do away with class restrictions depending on demand, but in light of this result, we’ve decided to stay our hand and keep an eye on trends for a while.
I would have voted no to the required class switch, but they didn't ask the right question.
If I remember correctly, one of the arguments against "repair all" was economical - basically, anyone could repair anything at a profit, whether or not you had the appropriate class. But now that we can't repair other people's gear it's solely a matter of self-sufficiency.Quote:
immersion over convenience
That said, if the immersion folks want to tediously repair their own equipment, let them. Give the rest of us a repair-all feature.
Well, I'm not sure who these 'immersion folks' are or if they even still exist, and not one has popped up in this thread yet. But when I read that question, I thought more along the lines of 'economical'.
I feel a good chuck of the voters were also thinking more along the lines economics rather than immersion. There was no indication during the poll that player to player repair service would have been removed.
Such as you've stated, repairs was a profit when we could help others repair. It was really one of the only few useful distinction between the crafts to provide a service other players. Otherwise, might as well have one crafting class to do everything.
Since that service doesn't even exist any longer, and there doesn't seem to be any mention of returning it, it is only a nuisance to have to switch to the appropriate class for self-repairs.
Just in case if anyone happens to show up later that argues that it isn't that big of a deal. Here's a run down of my usual repair regiment.
- Check each item for repair type
- Switch to class to repair said item
- Can't switch class, is your armory full?
Yes, clean up armory, and return to (2).
No, continue on repairing (4).- Do you still have more different class items to repair?
Yes, jump to back to (2).
No, you're done -> (6)- Did you finish repairing all your gear?
Yes, I'm done -> (6)
No, I've missed something. Jump back to (2).- I'm done.
How this any different when you're repairing other people's gear?
It's because you normally don't repair everything for them.
Back when it was still possible, you would have multiple people repair your gear at one of the market alleys. Usually the crafter would just be sitting there on their class doing their crafting business. If you by any chance need repairs on their class, they would do it for you. On the off chance someone might switch class to repair for you, but most of the time you can't switch classes fast enough to take up their offer.
Out on the field, repairs occur outside of dungeon instances. Again multiple people would help you repair your gear. But, in this case there might be less competition, so it's entirely possible that one person could have swept up all the repair profits. Still it's really whoever could have grabbed them fast enough.
I disagree.
There is already a Repair All, granted is needed on the Craft it self. if you didnt know you can open it up with the action button in the Action & Trait menu > Repair set to hot bar, opens a menu to repair, and repair all on the category.
http://i.imgur.com/A9GRhsZ.jpg
Nice, though not to confuse the two different repairs gripes people had, like I and few had earlier.
Sotek's and my gripe was against having to switch classes.
While the OP's gripe was going to mender and having no option to repair all, instead of having to go through dropdowns like "equipped", "weapons" etc.
Was there an option to just repair everything, including equipped and inventory at the same time? I think that was what the OP wanted when going to the NPC Mender.
I agree with OP, I wish this option was in the game.
As far as the NPC repair goes, it takes like 3-4 extra seconds to shift between the 4 tabs.
Would it be a nice little quality of life improvement? Sure.
There are a lot of other things I'd like to see fixed before they spend time on this though.
Just my .02
Yeah given the questions they asked I would have gone with the majority vote as well. It's really only the class switching that needs to be changed, it would be really handy if I could just repair my armor because I have the appropriate DoH job leveled, regardless of my currently equipped job. To be honest, until they make a change like that I will keep using the vendor rather than repairing my own gear since it's a lot more convenient, even without a repair all button.
P.S. There is no sotek in this thread :P
Forget repair all, I want a see all!
Greetings,
At the moment we do not have any plans of adding the option to "repair all" areas of your inventory to mender NPCs.
Also, in regards to the Disciples of the Hand repair system, the development team is concerned that even if they make adjustments to the system that it would not be used as much as mender NPCs; however, they would still like to make further adjustments. At the moment they are currently working on other elements that are higher in priority and the time period for this adjustment is undecided.
If players could fix other player's gear it opens more market for the players who want to specialize as crafters as they can now fix gear as well. It would be even better not having to be in the actual class, just having the appropriate level with that class unlocked to be able to utilize the repairs. Saves a lot of players time and money that could be used for bigger and better things like teleporting, Housing and other venues. It would be an even greater asset to Free Companies who utilize members as Crafters as well.
Overall its in the best interest for the community and the development team to implement the ability for players to repair gear.
If the devs are that concerned about the lack of DoH repairing, then have them up the repair costs back to 2.0 levels. The reasons no one uses DoH to repair is because the cost difference is negligible (2.5k vs. 500, ok?) and because it's far less effort to repair via NPC - i.e. NPC repair is more efficient than having to change DoH classes 4 or 5 times. Now that there are far more gil fountains than at release, an increase in NPC repair won't be as crippling as it was while making the alternative (dark matter) look more attractive. Cleaning up the system so that it's less clunky will fix the other half.
If repairs only required you to have the necessary Disciple of the Hand leveled, not to physically switch to the Class, I for one would never use mender NPCs ever again.
I have all Disciples of the Hand leveled to 50 except Culinarian. I can technically repair all my own gear. The reason I don't is not because Dark Matter is a rarity (it is sold right next to the mender NPCs usually......), but because switching Class over and over and searching for specific gear is a hassle I'd rather not suffer. If it was as simple as; I'm on Warrior and I want to repair my Warrior's Cuirass, I have Armorer leveled beyond Lv.40, open character menu and right click and repair (this option is already present), then the repair system would be perfect, in my opinion (well, give the character menu a repair all for currently equipped too).
I'm fairly certain every person who has leveled various Disciples of the Hand would agree. If self repairs were as simple as going to the character menu and selecting gear to repair, anyone who is able to would use it. Like I said, Dark Matter can be found very close to the mender NPCs, so why on Earth would anyone instead choose to spend more? Well, I manage to sell Grade 5 Dark Matter on the Market Board (which is right next to the NPC that sells it) for well over 100% profit, so I guess I'm expecting too much from people...
Glad to hear the developers are actually looking into this though, even if it is low priority... What's high priority? Adding sweat to characters faces during hot weather in Southern Thanalan?
I actually could not agree more: add a button that will repair all the gear on all the classes, however that function will cost you 40-70% more (per class?). We can ask for anything, but it most come at a price for those lazy enough to mouse-click up to 16 more times. Thank you!
I seriously doubt based on the wording of the SE Rep response that having other players repair your gear is even being considered as an option here as it could cause extra revenue or a source of revenue for RMT. We can't of course have that. *sarcasm for those that missed it*
In reality I think they are referring to make it easier for players to repair their own gear which is a rather complete pain in the rear.
Note: to repair your own gear you have to change to the crafting class of that piece and then find the piece in a mix of darkened gear (as of course you cannot wear it). Find the right click one and then select repair (assuming you have the dark matter in your inventory). You will need to repeat this for each item.
Based on the current repair system it would only make sense that most players (including me with all crafts) to run to an NPC click a button to repair what I am wearing and move on.
So I see their point although it would be nice for self repair to be less painful.
I prefer to repair my gear with the aid of NPC menders, however I do not mind an occasional friendly player assistance, that has currently selected the appropriate class suitable to repair and not an archer. A healthy mix where both would have their benefits would be the best solution, without having to forsake one or another entirely.
My main thing is that I want to be able to repair an item without having to change to the repair class, as long as its level is high enough. It should be a single check: "Is Adventurer Snuffy's leatherworking level equal to or greater than the level needed to repair his Goatskin Training Thong? Y/N" and done. If you're worried about the pittance of reward exp from repairing, and for some reason it'd be a hassle to code it so that it goes to the right job, just get rid of it. Nobody will miss it.
But failing all that, I've even got another option that's less aneurismific. Let us right-click and repair from the gear set list, so that we don't have to play whack-a-mole with opera glasses trying to spot the gear we needed to fix in the armory window.
What a cruel/sick joke...
I like to repair from the NPC. The NPC is more expensive so it's fine as it is, if you're in a hurry and need a fast repair use the NPC, if you sit around use dark matter and save some gils.
Also no repair all? ( - . - ; have to go through all these menus each time... sigh
Bring back 1.x Repair system and call it a day.
Let me help you guys to make DoH repairs attractive.
- Once you hit level 50 in a DoH job, allow people to repair gear regardless of job.
- Put Dark Matter in a separate inventory like crystals, allow people to carry 999 or so. (Do the same with Carbonized Matter while you are at it.)
Since MMOs are addicted to needless complexity, put the advanced repair feature behind a level 50 quest with Mutamix or something. Suddenly GC seals become valuable because people will want to buy Dark Matter to repair gear as opposed to see how many Keeper's Hymns you can stack up before you get bored and let your seals cap.
But I am sure that we will instead look forward to our Chocobos occasionally molting feathers when we are fighting with them.
I do it different.
1. I switch to a DoH class (example Weaver)
2. I press the repair icon on my hotbar (you can find it in the Action&Traits window)
http://oi58.tinypic.com/2m634uo.jpg
3. I go from category to category, guessing which gear would have durability lower than 50% (so I pay less than the melder would cost)
http://oi57.tinypic.com/2exu3c1.jpg
4. switch to the next Doh class for repair (like Leatherworker)
Because if I switch to a DoH class for repair, I would normaly repair every gear that class can repair and have durability lower than 50%.
What I'm missing is only a function to sort the list by durability and a display how much from every type of dark matter I have with me.
Don't forget DoM and DoW class. Once you hit level 50 with a DoM and DoW class you can wear every gear regardless of job.
Yes, i want "required class" to be changed back to "favored class" if SE do it that you don't need a needle in the hand to repair clothes.
Along side allowing players to repair each other's gear, if you ask me, they need to remove the dark-matter portion of manual repair and give manual repairs a cost system like the npc, only cheaper.
Allowing repairs and materia-melding without needing to switch to the crafting class, but requiring a main-tool from the required DoH to be on-character to preform these tasks would be a great way to improve the quality of life for manual repair-men.
I have all the jobs leveled as well as all of the crafts leveled. I never repair my own gear for a couple of reasons.
1. In order not to spend even more gil on your own repairs your gear has to be of lost at least 42% durability. Now then when doing a dungeon or raid I want to be at 100% in case there are several wipes and I don't want to be that guy who makes everyone leave the instance to repair my gear.
2. It takes too long to self repair gear. You have to switch between 4-5 crafting classes to repair all the gear for 1 job.
In conclusion playing the I need to wait until my gear is really broken less then 10% or so game, and make everyone else leave the instance when my gear finally does break because lets face it gear probably isn't going to be breaking anywhere but instances for the most part unless you leveling chocobos, just isn't worth it. Most of the hardcore players in my FC already have all their crafts leveled and nobody does their own repairs because its just so much easier to use the npc the amount of gil you save is not worth the effort in doing your own repairs. Making sure everything has lost at least 42% durability so you aren't spending more is somewhat dumb.
They should just remove dark matter from the game repairs don't use it, or drop its price much lower 10 gil, or make it obtainable by gathering. If I didn't have to spend any money on repairs or was able to gather it then it would be worth the hassle of switching through a bunch of jobs to repair gear.
The only reason repairs in 1.0 were popular was because the repair NPC was super expensive about 10x more expensive then having player repairs. This isn't the case in 2.0 npc repairs are cheap.
NPC repairs are so cheap and present such little friction to the player that yes, even if crafters were able to do repairs for cheaper, the vast majority of players would keep using the NPC menders. Do you really think the average player is going to spend a couple minutes shouting in Mor Dhona or Limsa for a crafter, another 30-45 seconds negotiating the price, and finally another couple minutes waiting for the crafter to fiddle with the repair UI for 10 separate items? All to save a few hundred gil, when they could spend 20 seconds walking over to one of the many conveniently placed NPC menders and have it done instantly? Very few people are going to bother, which is why it's not a high priority for the developers.
To make the feature actually worthwhile, they would need to make significant changes to the repair system in general to make NPC repairs less attractive. The NPC menders would need to charge more and be less conveniently placed, at the very least. If they wanted to go a step further, perhaps NPCs could only do partial repairs, requiring players to find a crafter if they want to repair to 100%.
As things are now, this feature would simply not have very much of a place in the game. It makes sense that they don't want to spend development time on it.