Results 1 to 10 of 21

Hybrid View

  1. #1
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    I don't care for the idea of repair kits, but I posted something similiar to this in another thread.

    NPC Repairs (In Cities)
    • Make it so that NPC's will repair items up to 100%
    • Make it so that the cost of NPC repairs is simplified across the board, something like R1-10 = 500gil, R11-20 = 2,000 gil, R21-30 = 4,000 gil, R31-40 = 8,000 gil, R41-50 = 15,000 gil. (Just a rough example)

    NPC Repairs (At Camps and Aetherytes)
    • Make is to there is an NPC at Camps and Aetherial Gates that will repair up to 75% durability. The cost of these repairs 'out in the wild' is 50% more than the REVISED NPC costs in town.

    Player Repairs
    • Make it so that players can repair items up to 125%
    • Make it so that items repaired to 125% also have a 25% bonus to all its statisics. Defense, Attack, Attributes, all goes up to 25%. (NOTE: a 25% bonus is just AN EXAMPLE. It could be 20/15/10 or even 5%)
    • Make it so that as the item takes durability the bonus % to stats goes down as durability goes down. 24%, 20% etc. One the item hits 100 durability there is no longer a bonus.

    The positives of this is it promotes players repairs as a boon and doesn't make it seem like an irritating requirement. If you only have a short time to play you can get still get your gear repaired to full without wasting time searching for a PC repair.

    The revisions to the NPC repairs make it a better sytem overall. Instead of going around with damaged gear when you can't find a player to repair you are likely to get an NPC repair at a cheaper cost. Having NPC repairs at camps and aetherials will be a worthwhile convenience for players who need a quick repair and do not want to run back to town when players are not around. Also it is a great money sink. Yes the cost to repair is lower now for NPCs but that means you are getting alot more players to dump some gil into it. This game needs money sinks, imo this is a fair money sink and better repair system overall.

    No thanks to kits.
    (5)
    Last edited by Vesper; 03-31-2011 at 05:11 AM.

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    451
    Quote Originally Posted by Vesper View Post
    [*]Make it so that items repaired to 125% also have a 25% bonus to all its statisics. Defense, Attack, Attributes, all goes up to 25%.[*]Make it so that as the item takes durability the bonus % to stats goes down as durability goes down. 24%, 20% etc. One the item hits 100 durability there is no longer a bonus.
    Vesper, I like the idea of temporary boosts to items via repairs, but the current HQ system grants at max a +15% boost to attributes for a +3, and only grants them to the primary attributes (i.e. the ones with the stars next to them).

    It seems that a blanket +25% boost completely overpowers the viability of "standard" HQ items, particularly if a player can achieve this 25% boost with ordinary items.

    I might suggest a boost of +10% (in line with a +2 item) with ordinary items, with larger bonuses possible using rare materials.

    I also say no to repair kits.
    (0)

  3. #3
    Player
    Vesper's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    440
    Character
    Narshala Beaumont
    World
    Balmung
    Main Class
    Botanist Lv 50
    Quote Originally Posted by Amineri View Post
    Vesper, I like the idea of temporary boosts to items via repairs, but the current HQ system grants at max a +15% boost to attributes for a +3, and only grants them to the primary attributes (i.e. the ones with the stars next to them).

    It seems that a blanket +25% boost completely overpowers the viability of "standard" HQ items, particularly if a player can achieve this 25% boost with ordinary items.

    I might suggest a boost of +10% (in line with a +2 item) with ordinary items, with larger bonuses possible using rare materials.

    I also say no to repair kits.
    It's really just a quick example. It could be changed to 20/15/10% or even less than that. But it must be worthwhile enough to promote players's to want it.hh
    (2)

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah (Wutai)
    Posts
    429
    Quote Originally Posted by Amineri View Post
    I also say no to repair kits.
    Close the thread now, thanks.
    (0)

Tags for this Thread