But... but.. it would make life so much easier![]()
But... but.. it would make life so much easier![]()
Last edited by Thaldor; 07-09-2017 at 06:27 PM.
Why isn't "repair all equipped gear" enough?
I would have no problem with it switching from page to page automatically and repairing.All I got there
Seriously even if it were just:
Done... server load? It would create exactly the same server load as us doing it, and it'd be over quicker.Code:foreach( page, repair_list ) { repair_all( page ); }
I'd be fine with it either way. I just want to save time.
I remember them saying before that this wouldn't be implemented, and I'm still here today questioning why.
Because some of us play more than one class.Why isn't "repair all equipped gear" enough?
Pretty sure the people commenting "No, Yoshi.P said it will cause extra stress on the server." has never heard of the term UX (User Experience).
But not at the same time, right?
What I do is just change class -> press C to check equip -> click on a light damaged gear to open up the repair window -> click on "repair all" (it already show equipped gear the moment the repair window pop up) -> queue for duty or start to craft.
Good for you? I mean, all qol ever is is things we can work around easily enough. I remember the days when you needed to swap to BSM to repair BSM gear, since it worked and all you needed was a few extra minutes to cycle through everything there was no reason to get what we have now, even.But not at the same time, right?
What I do is just change class -> press C to check equip -> click on a light damaged gear to open up the repair window -> click on "repair all" (it already show equipped gear the moment the repair window pop up) -> queue for duty or start to craft.
All that stuff you just said could be avoided with a "repair everything" button, therefore I still want it.But not at the same time, right?
What I do is just change class -> press C to check equip -> click on a light damaged gear to open up the repair window -> click on "repair all" (it already show equipped gear the moment the repair window pop up) -> queue for duty or start to craft.
I swear some of you people don't understand the definition of QoL.
Many of us play more than one class before going to the repair NPC, yes.
I'll be out spearfishing when a friend wants to queue for ex, so I switch to AST. While in that dungeon, I'll arrange with another friend to tank a low level dungeon on my DRK when I get out. This is a cycle that can and often repeats itself.
By the end, I have 4-5 gearsets with varying degrees of durability loss. Thus, when I do make it back to town to a repair NPC, I'll need to go through each tab and repair everything to avoid being caught in a situation where I wind up queuing for something as a class with gear at half durability.
I'm only human and forget to check to make sure every single piece of gear is repaired (especially when all I want to do is get what I need fixed quickly and get on my way).
As Dualgunner said, you could argue that no QoL change is actually necessary, but QoL changes add up to make the game vastly more playable.
The "Recommend Gear" button is a classic example of this. Is it at all necessary? Of course not, but having it makes the game far more playable and enjoyable because we get to spend less time doing things we don't want to do and more time actually enjoying the content.
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