5k gil is a big deal? You get 10k for doing a single leve quest at 40+

5k gil is a big deal? You get 10k for doing a single leve quest at 40+

The Repair system isn't a money sink if you have friends to help you repair the gear. Just carry Dark Matter with you. I just think you need to work on finding a efficient way to make gil.





Can I ask the real purpose of this system at this point?
It's not an effective gil sink (I've still got tons from everyday levequests), you have to stop what you're doing to go get it repaired (admittedly, it's not as bad as it once was), it's not an effective deterrent to death, and it's just plain annoying.
As it is, it just wastes everyone's time and I don't see the point of having it.
Last edited by Gramul; 07-10-2012 at 08:11 AM. Reason: c

I agree with the OP, to my own surprise. Everyone goes on and on about how necessary the repair system is for crafting classes. But I've yet to see any MMO where that was the case. FFXI did not even have a durability system, and had the most profitable crafting systems I've ever seen in an MMO. There are better ways to do it and history is our proof.
Having to deal with scrolling through huge lists of items in a very laggy interface and individually putting each one up for repairs is very time consuming. There's other things I would like to be doing with that time. Not being able to sell damaged gear exacerbates the problem. I'm constantly chipping away at all of the gear I go through while leveling multiple classes, and checking prices to see if it's even worth repairing items to resell. The fact that my equipment can break doesn't bother me. I can just go see the NPC and get everything repaired - that fortunately doesn't take so long. But dealing with used gear after you're done with it, that is an inventory nightmare if you're not heavily into crafting.
So either:
1) Get rid of durability altogether
2) Bring the user interface about a thousand astronomical units closer to 'convenient' than it currently is
3) Let us list damaged gear
Any of the three would kill my headache, though if I had my preference it would be #1.
I won't quit over it though. At least v2.0 should help with the interface.
PLUS
^ All of this.Can I ask the real purpose of this system at this point?
It's not an effective gil sink (I've still got tons from everyday levequests), you have to stop what you're doing to go get it repaired (admittedly, it's not as bad as it one was), it's not an effective deterrent to death, and it's just plain annoying.
As it is, it just wastes everyone's time and I don't see the point of having it.
Last edited by Tigercub; 07-10-2012 at 02:47 AM.



Either you are doing something terribly wrong or you are grossly exaggerating. I am on the same server as you and apart from the very early days when you required specific items for repair I never had to wait more than 5 mins for a repair. In fact, the majority of my linkshell complains because they actively look for people to repair in Ul'dah on Balmung and there is never anyone TO repair, because the moment someone puts a flag up bam it's taken.
As this is a social game, I would strongly suggest you socialize. Get into a linkshell, make friends, what have you. You will meet someone capable of repairing. Probably only 1 in every 7 people I've come across does not craft. Then, you can ask for repairs from a friend, and lo and behold the repairs will come to you.
As for whether the system sucks, it used to. It takes ages for stuff to break now, and it is a simple way for some people to make money. I think it's okay. I don't think it has to go. I wouldn't complain too much if it did go. But it is definitely not as bad as you and some others make it out to be. If you think getting repairs is a challenge, wait until you decide to try to get a relic or something.
Does anybody here know how honing in chocobo's dungeon works? Now that would feel motivating instead of a chore that it is now.


So long then, don't let the door hit you on the way out.



I'm going to agree with Rjan. I typically only pay 500 gill to 2k a piece to repair an item through the npcs, and have never had to wait longer than 30m or an hour to have others repair all the items I put up, and that's at offering only 1-3k a piece. Hardly a bank breaking amount.
I can understand not liking the repair system, but the OP seems to just be throwing a bunch of hyperbole out there to add "validity" to his pov.

But nobody thinks it's a challenge, it's just a waste of time. A relic weapon is motivation; a reason to play and invest time. Most people like that stuff. On the other hand, durability is just a time sink that doesn't really add anything useful to the game. It certainly doesn't add anything enjoyable, it just takes time away from the meaty parts of the game which we'd all rather be doing. It's also not a major point in crafting usefulness or the social aspects of the game.
It seems a lot of people have the perspective that these are 'not good enough reasons to remove durability'. Our complaints are apparently too small. My response is, what's a good reason to have it in the first place? If it doesn't make us fear death, if it isn't important to crafting, if it's not a useful social tool, then what does it do? Everybody knows the system is pointless.
Last edited by Tigercub; 07-10-2012 at 03:32 AM.
Repairs are not meant for a gil sink, nor are they important to crafters. The only reason it is the way it is, is because Yoshi-P said that there needs to be some sort of penalty for dying. Since we dont lose XP, we get gear damage. Don't you guys remember the whole "There needs to be some fear of dying" (it was along those lines lol), to counteract the blood warping back in the day?
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