Quote Originally Posted by Suirieko View Post
Because one makes more sense than the other. It's more logical being able to repair other people's gears, instead of Menders standing at the entrance of one of the most dangerous places in the world for your convenience.

And if they do, I REALLY hope they overcharge the hell out of you.

"Okay. I risked my life for YOU, so I'm going to make you pay 50,000 an item to repair your shites!"
"I want them to overcharge because of spite, not because of an actual reason."


I honestly can't tell how far I can respect you on this. YOu make some admirable points, but when an equally valid point appears, you are quickly shutting down.

"One makes more sense than the other" how? Right now, dungouns are programmed to prevent trading and melding. Effectively, your suggestion, which you argued would be a 'potential programming nightmare', is just as likely to be smacked down by the same logic due to the fact that you have to change the very nature in which the game works while in dungouns (ability to trade/meld/and addition to repair being removed.)

Menders, in terms of the lore, are not always non-combatants. There are plenty of cases where they are NPC's capable of combat. And as said, for some scenarios, they are very likely to be there (As I poitned out with, say, Lost city of Amdapor, having a small group dispatched would've easily been made possible.)

Heck, I'm sure if SE really wanted to, they could write up a BS hydalen crystal. Or do you expect Echo to make sense in dungouns to? Should we remove that because it doesn't make sense? Lore is writable by the writers. They just need to create it.