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  1. #1
    Player
    Reika's Avatar
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    Limsa Lominsa
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    Reika Shadowheart
    World
    Durandal
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    Armorer Lv 80
    Plus almost every piece of gear takes more than one class to create, no reason to have every piece have only one class to repair it. Like that hatchet up there. I dunno why a piece of leather is the only thing that can repair the wood of the shaft or the metal of the blade. those things go bad too dont they?
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  2. #2
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    Quote Originally Posted by Reika View Post
    Plus almost every piece of gear takes more than one class to create, no reason to have every piece have only one class to repair it. Like that hatchet up there. I dunno why a piece of leather is the only thing that can repair the wood of the shaft or the metal of the blade. those things go bad too dont they?
    This is a completely crazy idea, but what if different parts of the tool/weapon/armor actually DID go bad?

    This is not the same system as the OP suggested, but a mutation of it.

    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    "Oh, looks like the hilt on your sword needs to be replaced this time ... "

    I admit that this would make it harder to repair than the current system, but would provide more depth to the current repair system, and a little bit more interest for crafters, albeit at the expense of those using the items.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
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  3. #3
    Quote Originally Posted by Amineri View Post
    This is a completely crazy idea, but what if different parts of the tool/weapon/armor actually DID go bad?

    This is not the same system as the OP suggested, but a mutation of it.

    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    "Oh, looks like the hilt on your sword needs to be replaced this time ... "

    I admit that this would make it harder to repair than the current system, but would provide more depth to the current repair system, and a little bit more interest for crafters, albeit at the expense of those using the items.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
    I would love any system with a little more depth than the one we currently have, and have suggested a couple options (similar to yours) in the past. The overriding argument against it seems to be that the DoM/DoW's want simplicity. Of course the obvious solution is keep the NPC repairs simple, but for some reason that doesn't seem to fly.
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    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  4. #4
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    Quote Originally Posted by Amineri View Post
    This is a completely crazy idea, but what if different parts of the tool/weapon/armor actually DID go bad?

    This is not the same system as the OP suggested, but a mutation of it.

    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    "Oh, looks like the hilt on your sword needs to be replaced this time ... "

    I admit that this would make it harder to repair than the current system, but would provide more depth to the current repair system, and a little bit more interest for crafters, albeit at the expense of those using the items.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
    The main problem I see with this is that we already have inventory problems carrying our repair mats around with us if we like to repair our own gear. Having a system like this means that instead of one repair mat to carry around, we'd need three or possibly more. Until there's a solution to our inventory problems, I honestly don't see how this could work.

    And random thoughts are sometimes the best kind, and certainly the most fun.
    (3)

  5. 04-08-2011 04:15 PM

  6. #6
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    Quote Originally Posted by Shaily View Post
    The main problem I see with this is that we already have inventory problems carrying our repair mats around with us if we like to repair our own gear. Having a system like this means that instead of one repair mat to carry around, we'd need three or possibly more. Until there's a solution to our inventory problems, I honestly don't see how this could work.

    And random thoughts are sometimes the best kind, and certainly the most fun.
    I wrote this quickly, so probably wasn't very clear. I had two separate suggestions for repairs:

    a) Make the repair material to take the item to 100% change from repair to repair. Occasionally maybe a rivet or some other manufactured part.

    b) Allow for multiple materials and crafts to make jury-rigged (maybe called "field repairs"?) that would fix the item to 90%.

    Allowing for more options makes it easier to find the right material and craft when you need something repaired when doing leves or on a quest, but changing up the full repair material might add some interest and realism (for those that like such things) to the repair process.
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  7. #7
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    Quote Originally Posted by Amineri View Post
    I wrote this quickly, so probably wasn't very clear. I had two separate suggestions for repairs:

    a) Make the repair material to take the item to 100% change from repair to repair. Occasionally maybe a rivet or some other manufactured part.

    b) Allow for multiple materials and crafts to make jury-rigged (maybe called "field repairs"?) that would fix the item to 90%.

    Allowing for more options makes it easier to find the right material and craft when you need something repaired when doing leves or on a quest, but changing up the full repair material might add some interest and realism (for those that like such things) to the repair process.
    So, when running around doing leves or whatever, I would have to be prepared to repair my gear by carrying several items that might be required to repair? This doesn't make a lot of sense to me. Even if you could use alternate items to do a patch-job, that still leaves the dilemma of carrying multiple items, simply because you don't know what you're going to need. I would be quite annoyed if I had a rivet, a nugget, and a nail to repair something, only to discover that this time I actually need that bronze square I left in my retainer. This issue only becomes worse when you consider your gear may all be made up of different things (bronze, iron, canvas, cotton, hemp, bone, silver, leathers, etc.) and all require different repair item "sets".

    Maybe I'm still not understanding exactly what you mean, but I'm still not convinced. To me it seems the only way the field repair idea would work is if the vast majority of items could be patched up with the same, small set of items, which doesn't make sense either in this instance, and isn't very realistic anyway.
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  8. #8
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    Quote Originally Posted by Shaily View Post
    So, when running around doing leves or whatever, I would have to be prepared to repair my gear by carrying several items that might be required to repair? This doesn't make a lot of sense to me. Even if you could use alternate items to do a patch-job, that still leaves the dilemma of carrying multiple items, simply because you don't know what you're going to need. I would be quite annoyed if I had a rivet, a nugget, and a nail to repair something, only to discover that this time I actually need that bronze square I left in my retainer. This issue only becomes worse when you consider your gear may all be made up of different things (bronze, iron, canvas, cotton, hemp, bone, silver, leathers, etc.) and all require different repair item "sets".

    Maybe I'm still not understanding exactly what you mean, but I'm still not convinced. To me it seems the only way the field repair idea would work is if the vast majority of items could be patched up with the same, small set of items, which doesn't make sense either in this instance, and isn't very realistic anyway.
    Let me try again, this time with a more specific example, say a MRD axe.

    Let's say that, by default, it can ALWAYS be repaired to a certain degree using CRP skill and a maple branch, or BSM skill and a bronze nugget. This would represent touching up the haft, or repairing nicks in the head. However, these 'quick' repairs may not take it to full 100%.

    Occasionally, a more complete repair job may be required to repair the axe to a full 100%. In this case, perhaps CRP and a new axe handle is required, or BSM and a new bronze axehead, or even a TNR and a red buffalo leather strap. In these case any of the previous 'quick' options would still repair the item, just not to the full 100%.

    The repair interface was already set up to handle this kind of system, since you can drop most any material(s)/item(s) into the craft window when the repair is brought up. I'm not sure how the myriad repair options would be displayed to the user, since the current display system has space for just one repair item / class.
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  9. #9
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    Quote Originally Posted by Amineri View Post
    Let me try again, this time with a more specific example, say a MRD axe.

    Let's say that, by default, it can ALWAYS be repaired to a certain degree using CRP skill and a maple branch, or BSM skill and a bronze nugget. This would represent touching up the haft, or repairing nicks in the head. However, these 'quick' repairs may not take it to full 100%.

    Occasionally, a more complete repair job may be required to repair the axe to a full 100%. In this case, perhaps CRP and a new axe handle is required, or BSM and a new bronze axehead, or even a TNR and a red buffalo leather strap. In these case any of the previous 'quick' options would still repair the item, just not to the full 100%.
    Okay. I understand better the "field repair" idea, that I think would actually be nice to have, especially if a lot of gear could use the same item for a touch-up job in the field.

    But, I keep going back to having the (full) repair material change every time. Using your example of the MRD axe, say I'm using that axe, and I rank up BSM so that I can repair it with a new axehead. Unfortunately, bad luck says this time it wants CRP, which I may not want to rank up, and some CRP material that I may not have. I then am stuck with the trouble of trying to find somebody who has the repair material and will repair it, or finding the material itself and having somebody repair it. The cycle starts over if I have bad luck again on the next repair round, and it demands TAN with some particular piece of leather.

    For people who just want it repaired enough that they can go straight back out and keep fighting, fine, that's fair enough. But what if I want to sell a piece of gear that I used? Or give it to another character? A field repair will only take it to 90%ish. You can't trade or sell anything that isn't in mint condition. So, once again, you're stuck with finding somebody who can/will repair the item to 100% if you can't do it yourself. This seems to overcomplicate things that are hard enough as it is.

    Here's another question. If an item demands a particular item to go back to 100%, and you do a patch-up to take it to 90%, does that count as far as changing the full repair option? Or would the full repair material only change after making a full repair?
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  10. #10
    Player
    AngryNixon's Avatar
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    Angry Nixon
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    Gilgamesh
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    Thaumaturge Lv 50
    Quote Originally Posted by Amineri View Post

    Allowing for more options makes it easier to find the right material and craft when you need something repaired when doing leves or on a quest...
    Great idea because of this generally. It's easier to fix something with more than one option on the table.
    (0)

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