The Dragoons (Lore) are all about effectively fighting Dragons. Part of any combat experience, is frequently the upkeep of gear. If your armor breaks while in the field, you will be able to repair it in the interim of the fight.
Someone who neglects this is very possible to exist, but someone who exercises the above example is equally as likely to exist. It's not unrealistic for someone to be able to repair their own gear.
He's an adventurer, is he not? Is there anything to imply he does not craft? Anything to imply that he does not have the capability of repair? Further, you are taking game elements (The level of your jobs) as elements of lore. Tataru had story added to her that allowed her to weave, but nothing before that (IIRC, going by memory on this one, sorry) ishgard that suggested she should be able to repair gear.His lack of training for REPAIR. He's not a CRAFTER. There would have to be loooots of dialogue ret-conned and redone. You can't just suddenly him show up, oh by the way I craft, lemme fix your gear plx.
This goes back around to the subject I originally brought up - these things can be used to enrich the characters, using a variety of unique methods. For example, he might have a device he found while adventuring that repairs the gear - so that he himself isn't the crafter, but he has a way to do it. Such things can add depth and flavor to the characters that are placed that is sorely lacking at times (And at other times, that we just overlook - such as NPC's in areas we can talk to in the interim.)
I can't really agree with this. Repairing over 100% is a huge benefit, because it means not only do you get the full benefit of the repair, every single time, but you also can go longer from the same repairs than someone who repairs otherwise.No, if there's a NPC at the beginning of the dungeon, they no longer will NEED to repair mid combat as they can literally do it right when the instance starts so the gear won't be break mid-combat. They will not NEED to repair to 199%, as they can do it right when the instance starts so the extra 100% is useless. By having the NPC Right there when the instant starts it eliminates the positives OF the positives you list. To clarify
Repairing over 100% is POINTLESS when EVERY instance you do has a repair NPC.
Going from 120%, as an example, to 0%, will take longer than 100% to 0%.
Going from 120%, and repairing again at 20%, will put you back to 120%, just like repairing at 0% will put you back to 100%. However, in the second example, you lose the use of your gear for that 0%, compared to a crafter who can do it (in combat) or likewise before it becomes a problem (at 20%)
I won't deny, being able to repair my own gear is a godsend. If I couldn't do it, I'd probably have been made useless a number of times in dungeons.
So, I can't really agree that it eliminates the positives of repairing over 100%. The benefits of it still exist.
I can effectively consider it gil lost and profit lost if I repair at the start of the dungeon instead of repairing my gear using Dark Matter. The reason for this, is because of the fact that the rapairs from an NPC cost more than the Dark Matter costs, and I only get up to 100%. Meanwhile, Dark Matter gives me 100% on top of my current repairs - and will allow me to wait a little longer for my next repair (Assuming I repaired before 0%.)Repairing during combat is pointless when the beginning of the instance has a repair NPC (0 chance of it breaking during combat if you repair right when the instance starts and if it breaks during a long dungeon then you HAD to have died, which means you're back at the beginning and can use the repair NPC again).
The benefit of being a crafter is definitely there, you just have to be willing to accept that the only benefit you truly lose, is the exclusivity of being able to repair in the dungoun (as a person who leveled the crafts.) I think that prioritizing the well being of the party that might potentially suffer the mistake, is more important than the well being of someone's feelings because they are no longer part of a group that can do it exclusively.
Completely pointless “perk” to begin with. We still have to talk to an NPC to buy dark matter, albeit slightly less often. Flip-side it… the repair NPC lets me repair ALL my gear without having to change classes, something that I use FREQUENTLY for my crafting classes as shared gear means the MH/OH don’t lose as much durability and are not at the same durability loss as the rest.
Not all crafters are rich. Many people who - as I believe you quoted - only leveled their crafters exclusively for the purpose of repairing mid raid and hate crafting - are likely not wealthy due to crafting.This is the ONLY “perk” they now have, and you know what, if you have the crafting classes… you are NOT hurting for money. So yet again….this.is.pointless.
When I first leveled my crafters, for example, I had millions of gil. The reasons for this, was because I would do run selling (Ah, I better duck, I am sure someone will hate me for this.) - it had nothing to do with my crafts being leveled.
Likewise, I have had friends who have said, "I leveled my crafts but I'm not rich." It is all about effort, so to use one's wealth as a basis of the validity of adding this, is flawed because it does not take all playstyles into consideration.
Actually, I have taken note of this many times, and have contested it for only two reasons:The “Failsafe” you want is to be able to request repairs from crafters in your party. Which people have mentioned MANY times in this thread. NOT adding a repair NPC.
1) I do not believe the addition of an NPC to the start, as well as being able to request repairs, are mutually exclusive. I believe that both would be great additions to the game.
2) This being exclusively added, means that people will need to remember to keep a stack of DArk Matter with them, as well as have someone else in the party who is able to repair their gear (So you are banking on having both of these things.)
2b) Should you allow the Dark Matter to be consumed from the requested players inventory, then you will likely see more hesitation from others about this because of the fact that they are effectively "Paying" a player to repair their gear, and if you add in the ability to pay them gil, you have created a scenario in which money can be moved between servers. Even capping it off, it wouldn't alleviate this concern that was also mentioned in the topic.
How should I say this -No, I have NOT proposed a system. Don’t put words in a person’s mouth. I’m in favor of me, the CRAFTER being able to repair other person’s gear. Have them carry the dark matter like me and request it like a meld. I’m happy. I want no compensation for this or anything, I want them to be RESPONSIBLE and carry dark matter or repair their gear before they queue in.
I am not trying to put words in your mouth, but your suggestion is moreso that we don't need failsafes because people should be accountable for it. While this is a great thing in theory, it is very poor in practice. That is the point I want to make to you.
If you take away failsafes, you create a scenario that is far more dangerous (Which was the primary point, if albeit poorly communicated, of that statement.) Even your suggestion, in your own words, 'have them carry matter lik me', is extremely poor, because it
A) relies on them being in a party with someone like you
b) requires them to have the matter, taking up an inventory slot in an already limited inventory.
It's a very poor system to protect and help the players, and actually, in contrast, it is only trying to add more benefits to DoH. If one can argue against taking away benefits from DoH, why do we need to give them more benefits?
Currently, a DoH:
1) Is very useful in terms of end-game raiding, especially in the initial parts of it. Most cutting-edge raiders, world firsters, etc, were using crafted gear, because it was Uncapped (unlike the raid content we had, which I personally hate, but it is an undeniable benefit)
2) In theory, COULD have lots of money from their crafting (Though this is not garunteed, it is a potential benefit of it)
3) Is capable of repairing anywhere, anytime, at a cheaper rate, above 100%.
4) Have more immediate access to new items, due to being able to make them themselves. Crafters, those who make it, for all intents and purposes have "First access" to all new glamors. Followed by those with large wallets. Followed by the common players when the prices fall. Take for example, Thavnarian gear - it was originally millions of gil. I helped people farm it and make it as a crafter.
Well, I'm not a writer, so I won't pretend that my writings are perfect. However, I will say, it's more credible to say that an NPC is quoted at the very entrance of a dungoun and likewise that - they could easily be moved inside in many scenarios, is more credible than saying "It goes against lore" without actually giving any citation. However, there are a few cases where it might be rough - as you pointed out, such as the Aery. I can concede that it might take some creativity, but in that creativity, we create more depth within the world.No offense, your “exact lines of dialogue” for lore purposes are shoddy and do not fit half the scenarios you claim they do.
To me, that does not take away from the world. That only adds to it. Can we come to a consensus on that?
Yea I'll speak earnestly for a moment here, it is literal ignorance (lack of education of the correct spelling) on my end. It's how I always believed it was spelled as a child, and somerthing I have failed to rectify as an adult. Which is funny, because as you can tell - I am quite literate. But it is a failing that I aknowledge in my own life. XDI knew what you meant, so it didn’t “bother” me. I was more just shocked that you’re intentionally spelling it that way and not accidentally as it is not a way to spell that word. Ever.
We actually don't know what method the NPC's use. It's a point where the gameplay is divergant from the actual lore. I doubt the NPC's see a menu pop up saying "Do you want to repair this Person's gear for $gil?" like it would be in The Gamer manga (Though that'd be awesome.)And I’d like to propose my question again. Has an NPC ever repaired gear with dark matter? If not then the lore is that it’s the player character’s extensive crafting experience that allows the use of this dark matter. Which means you’re not just asking for Joe Schmoe NPC repair to every instance, but an actual crafting aficionado (lore-wise) to every instance, which is even MORE un realistic.
Simply, we could say they DO use materia, and the reason why it costs more from a Merchant is because of the fact that it is the profit margin for their repair (Charging for the service, but not the materials used.) For example, a blacksmith wouldn't charge you for his forge when he makes a hammer. However, he'd charge you a fair deal for the finished sword because that's the product he's providing. A bar doesn't charge you the cost of the establishment, but they might get an entry fee and their drinks are clearly higher than the cost of the actual cost because that's how they turn a profit.
So, for all intents and purposes, we do not know how NPC's go about repairs. However, it is done instantaneously, in a single transaction. The game does not Fade To Black to suggest a passage of time, which could be argued to imply that they do not take it back to the forge for reinforcement.
Does that satisfy for an answer to it? I do not want to say "They use it" or "They do not use it", because contextually speaking there is not any evidence (As I recall, please cite if you have a source that suggests otherwise!) that they do it one way or the other. All we have is situational evidence, which in a court of law, would really not hold up. I'd prefer to avoid it here, on both ends.
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As an aside, while we may be para-quoting and discussing with one another, I would like to commend you on your maturity in terms of the discussion. It is a rare thing on the forums to meet someone who completely avoids defaulting to insults, and I respect it completely.