Raising NPC repairs to 99%, lowering NPC repair cost and adding repair NPCs to every Aetheryte is enough.
Seriously, pick one or the other. If you're considering doing both then you might as well just remove gear damage all together.
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Raising NPC repairs to 99%, lowering NPC repair cost and adding repair NPCs to every Aetheryte is enough.
Seriously, pick one or the other. If you're considering doing both then you might as well just remove gear damage all together.
I find it funny that the repair class might be universal, yet they are going to exclude ALC and CUL (and remember that the two are excluded from Materia as well).
Ya, no love for cooks and chemists lol.
but ALC and CUL have nothing to do with gear or weapons... just potions, dyes and food. So until I see an Alchemist make armor or weapons' I would personally not like to see a CUL or ALC repairing my gear! Who wants their gear to smell like rancid food a few hours later of wear? Not this guy! XD!!!
There's plenty of Shiny Crystal Love for ALC.
All CUL gets is sand.
EDIT: But I agee... if someone pulled out a hammer to repair my cotton shirt I'd be like, "LOLWUT?!!"
As I posted on the "Repair System Problems" thread, my personal opinion to this is as follows:
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?
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 ^^
So I agree with the OP, keep repairs at least specific to the craft as they are currently. :)
Repairs need to be as hassle free as possible or it will drive people away. repairs do not get good amounts of money, do not make crafts jobs more/less useful, does not add/subtract individuality or identity, and is not and should not be an important/sole reason for people to take up crafting and it sure is not a fun system. Crafts should be about making money and makng gear that other crafts can not make and that you can not find anywhere esle. (that is individuality and identity). THAT is where SE should make craft classes focus on. The materia system is a step in the right dirction and so is the new repair system.
The only thing this game should be worring about is making it fun and filled with content. Not timesinks and annoying systems.
I bet if the player population were much higher, keeping repairs limited to specific classes wouldn't be that big a deal. As it stands, gear repair is another fatigue system in the sense that it just serves to slow you down.
But really, what incentive do crafters have to repair gear? Virtually none as far as I can tell(other than more gil maybe, but who isn't a gillionare at this point?). How can we fix this? Well for starters, crafters could earn "respectable" amounts of SP from repairing fellow adventurers' gear. Maybe crafters could earn company seals or guild marks for meeting a "repair quota" that would reset every set period? Maybe they would get greater amounts based on the rank of the gear they're repairing.
Whatever they do, I still feel that if they can't make repairing "fun", then they should scrap it after awhile because right now it still feels rather superfluous.
The adjustments we're getting in 1.19 are enough. After it goes live you will rarely ever see anyone shouting for repairs anymore. The prices to repair from an NPC will be cheaper than what crafters pay for dark matter now. The only time anyone will seek for a crafter's repair is when they want to sell an item, which won't be very often thanks to the materia system.
I'm willing to bet that even players with multiple R50 crafts will stop carrying repair materials because NPC repair costs and convenience negates the need to lose precious inventory space.
Sadly, I'm starting to think this too. As someone who supported the repair system, if they add both of these changes I don't see any point to it anymore other than it being an annoying, poorly implemented gil sink.
This is something that did not occur to me. Currently, Dark Matter occupies 4 inv slots.Quote:
I'm willing to bet that even players with multiple R50 crafts will stop carrying repair materials because NPC repair costs and convenience negates the need to lose precious inventory space.
Yeah, I'm a bit nervous about the future of of crafting and repair too.