
These statements would have carried some real weight in September of 2013. While repairs are still a gil sink by definition, they are probably not enough of one to have any real affect on the economy anymore.
When ARR launched, repairs were a worthy enough gil sink that there were threads complaining about the high costs of them. Patch notes from Sep 11th 2013 included :
-In instance dungeon “The Wanderer's Palace” and “Amdapor Keep”, we have increased the amount of AllaganCoins that can be obtained from a treasure chest.
-Reduced the amount of gil required for repair fees and materia removal as follows:
Equipment levels 1-10: 10 gil -> No Change
Equipment levels 11-20: 50 gil -> 30 gil
Equipment levels 21-30: 100 gil -> 60 gil
Equipment levels 31-40: 210 gil -> 120 gil
Equipment levels 41-40: 500 gil -> 200 gil
-Reduced the price of Dark Matter as follows:
Dark Matter G1: 5 gil -> 4 gil
Dark Matter G2: 30 gil -> 12 gil
Dark Matter G3: 70 gil -> 24 gil
Dark Matter G4: 150 gil -> 48 gil
Dark Matter G5: 350 gil -> 80 gil
People back then actually went out of their way way to open a chest in the hopes they'd get 1000 gil. Or use /return after the run was over to pick up any skipped coffers, even if it meant dying to get them. Also, Grade 6 Dark Matter costs 120 gil. Just thought I'd add that in there to compare to Grade 5 prices from launch.
Then in patch 2.1 SE started adding gil as a monster drop in dungeons for all the people who STILL couldn't afford to repair their gear. This is arguably where the majority of RMT gil may come from to this day, if you've ever noticed the 4 man BLM parties popping in and out of duties all day long.
TL : DR
Repairs used to be a decent gil sink. People whined about it, SE catered, and we're all worse off for it now.
Honestly, if people still cannot afford to repair, they're trying for it.Then in patch 2.1 SE started adding gil as a monster drop in dungeons for all the people who STILL couldn't afford to repair their gear. This is arguably where the majority of RMT gil may come from to this day, if you've ever noticed the 4 man BLM parties popping in and out of duties all day long.


It takes countless deaths to actually break gear from 100% condition, and the only type of person who would actually benefit from this is someone who is constantly doing roulettes without even taking a break to manage their gear and has back-to-back queue times. Even then it would take hours, and the solution is still solved by parking your rear derriere next to a mender before you queue. If you're that hurting for on-the-go repairs, then you should actually invest in the system that already exists instead of making crafters even more irrelevant than they already are.
Thinking ahead of time is annoying? I do not really care if they change it or not, but having such a change just tells me it is again catering to people that have no foresight.Why must it be like that though? Just because?
I can think of no good reason to have it that way than just to annoy players.
Not to mention, you can have other players who choose not to craft ruin YOUR run. Ever had a tank go in who forgot to repair and had to leave, only for the rest of the group to wait around for a replacement that never comes?
They could let players repair others gear, no idea why it was taken out in the first place. It should be like 1.0, skyhigh mender NPC prices after level 10 to give reason for crafters to exist, same goes for the materia NPC, I was infuriated when that was released and I got no clue why it was. Make gil mean something, make crafting really mean something, why is this so hard of a concept for 2.0+?It takes countless deaths to actually break gear from 100% condition, and the only type of person who would actually benefit from this is someone who is constantly doing roulettes without even taking a break to manage their gear and has back-to-back queue times. Even then it would take hours, and the solution is still solved by parking your rear derriere next to a mender before you queue. If you're that hurting for on-the-go repairs, then you should actually invest in the system that already exists instead of making crafters even more irrelevant than they already are.
Last edited by Ama_Hamada; 01-31-2017 at 09:56 AM.
It is practically impossible to go into a dungeon with 100% durability, and leave with 0%.
It is pure laziness.
Adding an NPC in a dungeon will be a huge inconvenience to a lot of people because it creates a new standard. People will enter with 10% durability with the intention to repair inside. They will then hold other people up while they run over to the NPC to repair. Even better, some will likely wait until their gear breaks halfway through the dungeon, forcing others to stand around and wait for them to run back to the start of the dungeon to repair.
I have also played MMOs with repair NPCs inside the dungeon. This happens, and much more frequently than I run into people with broken gear in a dungeon in this game..
Convenience for 1 person is often an inconvenience for others.
Just repair your damn gear outside or quick-synth your way to level 60 on BSM / LTW / WVR / ARM. Hell, even if you just focus on BSM, at least your weapon won't break and you will be able to do stuff.
As for the inventory space, that is the most stupid excuse I have ever heard. You have 100 slots. You can spare 1 slot so you can repair your damn gear....

I actually think a repair npc right inside the dungeon would be fabulous. What reason is there not to be one.
<- The real reason Yoshi-P stressed watching all the cutscenes.
Matoya: And that should give you a notion of how sick and tired I was of those spineless wretches of the Forum. All talk and no trousers, that lot.





Might be weird lore to have a unique npc at each dungeon entrance, that said I could think of two ideas I wouldn't mind at least. A. traveling merchant that perchance is near when you need, like in FFX and loads of RPGs that cute "omg its you again, I know I'm right outside the pits of the underworld but LOL buy something?" and you develop that relationship. Could be a cute side like content. It's still a little weird, but I feel its an acceptable trope now heh.
B. In my search for SE to bring my helpful moogle back ala FFIX/FFXI - we could earn a kupo whistle that we can upgrade with services including repairing.
While I think its a bit silly to go into a dungeon with broken gear and people should feel a bit goofy doing that but, I don't really agree with people with the like "welp you're screwed, suffer now" since that includes the entire party having to suffer through it too. Besides, I reaaallly want a kupo buddy. An ofc add other features like being able to summon basic merchant, or perhaps even send him on a short item grab/deposit mission.
Like, Kupo?
Last edited by Shougun; 01-31-2017 at 02:19 PM.


Crafters lose another unique aspect of their work. Also, you might as well at that point remove repair npc's outside of dungeons, since you can just queue for one anywhere due to unsynced.
I'm all for convenience additions, especially if it irritates people who don't really have a concrete reason against it.
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<- The real reason Yoshi-P stressed watching all the cutscenes.


