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.
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.And I'll be honest, that's less a benefit and more a glaring design flaw. You're being shortsighted if you don't see how making it so someone can wind up stuck in a duty with no way to fix their gear is a problem. I would also support the cost being 2x (Not 10x like someone suggest, that's just overkill) for a dungoun repair.
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.
Last edited by Felis; 03-23-2016 at 01:01 AM.
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.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.
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?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.
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.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.
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