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  1. #1
    Player
    Anonymoose's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    5,031
    Character
    Anony Moose
    World
    Excalibur
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Hachiko View Post
    This please. Repair could have been an opportunity for crafters to get some nice exp while helping others out. But the shift to 100% npc repairs is silly. And with dark matter costing gil that is close to what the npc charges, why bother.

    It would be nice if there was a little more incentive to have a player repair gear, while not completely punishing people for being unable to trek all the way back to a major city.
    Does this imply that repairs were needed often enough and gave enough EXP to actually be a supplement to the already insane grind? o.O

    Gear worked fine damaged in the beginning, which leads me to believe you weren't SUPPOSED to repair it for monotonous bullsh!t like farming items, grouping up, long-term partying. Not only was it functional at 0%, but it got from 100% to 0% FAST, leading me to believe the original repair system was something you did to add BONUS power to your items before AN (1) important battle.

    The first time we went into the darkhold, even, it was BAM! 0% -- it wasn't what the system was built for.

    The only way to maintain the game's direction and still include gear damage is to do it the way we have it now. Players want to repair it every time it breaks? Fine - cheap and easy.

    It's a compromise. It's not getting rid of the ridiculous and out-of-place mechanic entirely, but it's good enough. I guess.
    (1)
    "I shall refrain from making any further wild claims until such time as I have evidence."
    – Y'shtola

  2. #2
    Player
    Hachiko's Avatar
    Join Date
    Oct 2011
    Posts
    433
    Character
    Shaenrael Calgarawyn
    World
    Lamia
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Anonymoose View Post
    Does this imply that repairs were needed often enough and gave enough EXP to actually be a supplement to the already insane grind? o.O

    Gear worked fine damaged in the beginning, which leads me to believe you weren't SUPPOSED to repair it for monotonous bullsh!t like farming items, grouping up, long-term partying. Not only was it functional at 0%, but it got from 100% to 0% FAST, leading me to believe the original repair system was something you did to add BONUS power to your items before AN (1) important battle.

    The first time we went into the darkhold, even, it was BAM! 0% -- it wasn't what the system was built for.

    The only way to maintain the game's direction and still include gear damage is to do it the way we have it now. Players want to repair it every time it breaks? Fine - cheap and easy.

    It's a compromise. It's not getting rid of the ridiculous and out-of-place mechanic entirely, but it's good enough. I guess.
    I'm not saying that at all. As a crafter though, you could sit there by the repair npc doing synths and then stop to repair people as they came by. You can still kind of do so, and it's a nice cheap way to get exp (because you generally get paid for doing the repair).

    So while you wouldn't gain levels repairing your own gear, people would come by frequently enough that repairing others was at least a supplemental source of income / exp for DoH.
    (0)