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  1. #71
    Player
    rubina's Avatar
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    Mar 2011
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    178
    Character
    Ruby Manastorm
    World
    Adamantoise
    Main Class
    Conjurer Lv 50
    I still think there is still something up with my Willow wand getting damaged too quickly. My CON is R.22 and I was shocked to see how quickly my wand was damaged to yellow. I had to perform field repairs twice while I was grinding for shards/mats for my crafts. Meanwhile my [nothing higher then optimal R.18] armor lasted a lot longer. The most damaged was at 82%.
    (1)

  2. #72
    Player
    Cutriss's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Beat Daisukenojo
    World
    Hyperion
    Main Class
    Conjurer Lv 51
    Hey, you want to talk about screwed up equipment wear?

    Why does armor incur damage during crafting? Am I stabbing myself with my needle?
    (1)

  3. #73
    Player
    Rentahamster's Avatar
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    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    I'd like to be able to do the following:

    When I put something up for repair, give me the option to include the repair mat along with the gil reward. That way, a crafter can just repair my stuff even if he doesn't have the mat himself.

    Also, make the repairs 100% success. There's no reason why anyone should fail a repair. It doesn't promote good gameplay at all.


    Quote Originally Posted by Verecund View Post
    Also, I will say that the Repair NPCs are the only real gil sink in the game right now. XD
    There are a few more than that, but we need even more. A LOT more.

    http://forum.square-enix.com/ffxiv/threads/11434-DevTalk-GIL-SINKS!-Ideas-to-Stabilize-the-Economy-and-Curb-Inflation
    (1)

  4. #74
    Player

    Join Date
    Mar 2011
    Posts
    196
    Here is an idea based off TheVedis's idea...

    Rank & Class specific Repair Kits

    Examples...

    Repair Kit - 10 (Blacksmith)
    Repair Kit - 40 (Leatherworker)
    Repair Kit - 30 (Armorer)

    Now every craft would have these repair kits (except cooking, unless they start to do repairs) The numbers next to the repair kit is the maximum rank it will repair. So a repair kit 40 can repair 1 to 40... This helps with how many different ranked repair kits you need to carry around if you chose to do so. These would also work based on Optimal Rank (not repairable rank)

    The requirement would be (if you were using the repair kit) Would be to have the repair material on you. This gives non-crafter's the ability to repair anywhere. Now these cant be 100% repair, just like normal crafters, as even if we are 40 ranks above an item, we still fail sometimes... But maybe we make them 75% success rates.

    This insures that rare repair materials are still needed, while giving people the ability to repair at any location at their expense whenever. This also gives crafter's something to craft and sell, still making us useful. This will probably end up costing the end user more gil in the long run, but it brings convenience into the equation.
    (1)

  5. #75
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    Mar 2011
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    Quote Originally Posted by Cutriss View Post
    Hey, you want to talk about screwed up equipment wear?

    Why does armor incur damage during crafting? Am I stabbing myself with my needle?
    crafting armor doesnt need to be repaired, you get no penalty for using armor when crafted no matter how damaged it is
    the crafting stats on it doesnt degrade


    to rubina: if you go by the OLD durability on some of these items, those wands had less then alot of the usual weapons out there
    where some had like 90k, i think those wands had 40k to work with, so the % we see now are probly just % versions of those old numbers, thats why they decrease faster

  6. #76
    Player

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    Mar 2011
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    Quote Originally Posted by AuctionGirl View Post
    Here is an idea based off TheVedis's idea...

    Rank & Class specific Repair Kits

    Examples...

    Repair Kit - 10 (Blacksmith)
    Repair Kit - 40 (Leatherworker)
    Repair Kit - 30 (Armorer)

    Now every craft would have these repair kits (except cooking, unless they start to do repairs) The numbers next to the repair kit is the maximum rank it will repair. So a repair kit 40 can repair 1 to 40... This helps with how many different ranked repair kits you need to carry around if you chose to do so. These would also work based on Optimal Rank (not repairable rank)

    The requirement would be (if you were using the repair kit) Would be to have the repair material on you. This gives non-crafter's the ability to repair anywhere. Now these cant be 100% repair, just like normal crafters, as even if we are 40 ranks above an item, we still fail sometimes... But maybe we make them 75% success rates.

    This insures that rare repair materials are still needed, while giving people the ability to repair at any location at their expense whenever. This also gives crafter's something to craft and sell, still making us useful. This will probably end up costing the end user more gil in the long run, but it brings convenience into the equation.
    personaly this sounds like more then is needed

    why make a kit that doesnt repair, only lets you try to repair?

    easier to make kits based on mats and let people just use them as is from there rather then complicating it further
    Iron Nugget kits
    Iron Rivet Kits

    id also make them 100% success(another reason for the 75% repair only cuz you never fail)

  7. #77
    Player
    Wynn's Avatar
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    Mar 2011
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    1,977
    Character
    Aedan Yarborough
    World
    Balmung
    Main Class
    Goldsmith Lv 80
    Quote Originally Posted by Rentahamster View Post

    Also, make the repairs 100% success. There's no reason why anyone should fail a repair. It doesn't promote good gameplay at all.

    Repairs definitely should be 100% success. If they were, I'd be more than happy to repair someone that put the mat up as the reward without any gil compensation since I would know I'd be getting the material back guaranteed.

  8. #78
    Player
    Amsai's Avatar
    Join Date
    Mar 2011
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    457
    Character
    Greedalox Blurflux
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by TheVedis View Post
    I will say
    it is a fair point that a majority of the people finding a problem with the system as is, are those who literaly refuse to pay more then 1k for repairs
    I swear thats not my reason at all. I think the rates crafters want are 99% of the time quite reasonable, especially compared to the NPC. Read my signature. I truly am only concerrned with convenience and efficiency.

    As for having repair kits based on mats, I don't have a problem with that per say but.............. how many different repair mats are there in the game? I don't really know myself as I have not bothered looking, but this seems like it could be a very large number, but please correct me if I am wrong. If it is then the major problem I see is being able to find enough of a specific material based repair kit in bulk. After all, I would want them to stack up to 12 at least if not 99.
    (0)

  9. #79
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    Mar 2011
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    3,208
    Actually.... the repair system is very user friendly And i repaired my own gear w/o having a high lvl craft (low level weapons)

    I've been mining and logging (cutting trees) and due to i got from 1-12 with miner using the starter axe. And 1-14 btn using the starter axe. my crp is level 8 and able to repair both of these tools. Which was easy to do since it is automatic. The issues I see though is from the crafter side. No one makes various ranks of gear I can't even find r10ish primary tools for my btn or min. And the closest one is 20K-40K gil and R17. For me i have yet to even have 100K. I do levequests and if need to sell my stuff to npc since i was not having luck selling on my retainer.

    And it is hard to tell what a "fair" price is for repairs since crafters i seen complain over 1K. Which is not newbie friendly pricing just an fyi.

    Imo the repair system is fine. It is the lack of class/ rank appropriate gear that is hurting it. The economy from the player side of things suck for a newbie pov.
    (0)

  10. #80
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    Quote Originally Posted by Amsai View Post
    I swear thats not my reason at all. I think the rates crafters want are 99% of the time quite reasonable, especially compared to the NPC. Read my signature. I truly am only concerrned with convenience and efficiency.

    As for having repair kits based on mats, I don't have a problem with that per say but.............. how many different repair mats are there in the game? I don't really know myself as I have not bothered looking, but this seems like it could be a very large number, but please correct me if I am wrong. If it is then the major problem I see is being able to find enough of a specific material based repair kit in bulk. After all, I would want them to stack up to 12 at least if not 99.
    there are tons of various mats
    BUT, when you only need to carry the ones you use, its not that bad, most gear at the same levels take the same stuff for armor
    so if you have a ton of iron based armor, yuo may need iron rivets and squares

    if your on leatrherm you need alot of that kind of leather

    finding someone whos selling each kit wouldnt be an issue, since if you cant find them for sale, you pay someone to make you a bunch


    but all the types wont matter as i said, you only need to carry what you need to use, and thats gonna be the important part

  11. 06-01-2011 07:12 AM
    Reason
    Content was edited by Moderator due to violation of Forum Guidelines.

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