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  1. #11
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    Mar 2011
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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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  2. #12
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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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  3. #13
    Player
    Jinko's Avatar
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    Mar 2011
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    Gridania
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    Jinko Jinko
    World
    Moogle
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    Arcanist Lv 80
    This is adding complexity to a system which needs to be simplified if you ask em.

    Although I do agree that it makes sense to have more than one class able to repair an item I would sooner see them get rid of the repair system completely and just have NPC repairs at a lower cost.

    Most people try to get their repairs done for the least amount possible (which is understandable) but other games have repair NPC's in an effort to remove currency from the game, something which FF14 is failing at miserably.

    In fact thinking about it some more SE should not only be trying to remove gil from the market but also find a fair way to remove armour from the market as well (de-synthesis of armour perhaps) , markets are becoming so saturated and the only things worth buying and selling now are HQ items.
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    Last edited by Jinko; 04-09-2011 at 06:39 AM.

  4. #14
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    Mar 2011
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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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  5. #15
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    Quote Originally Posted by Shaily View Post
    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?
    I can't really say, I'm just making stuff up off the top of my head -- treating this more as an open brain-storming session that a well-thought out idea that I'm posting up.

    I wouldn't think that the "full repair" material would be something exotic or unusual, or even change every time. Something along the lines of "usually the quick repairs are all it needs", so the basic branch or nugget repair is sufficient to take it to 100%, but maybe 1 time out of 10, when the repair is reset to 100%, something more serious has gone wrong, requiring more significant repairs to get back to 100%. In this case you could still patch it up with a branch of nugget to 90% (or whatever), but the full repair will involve more work. Since you'd know what the new repair item / class was right off, there would be a bit more time to get it worked out (plus it can be extended via patch jobs).

    Also, I know this adds a bit of extra complication to the repair system, but in some sense depth = complication. [/sarcasm=on]I can understand that some players might want a drastically simplified (even from the current) repair system, but that would trod on someone's play experience. One could argue that the current combat system is too complicated, and that it should be simplified to one class and one attack button, so you don't have to bother with all that other stuff like selecting weapon skills or building TP. I mean ... I only want to go out and kill stuff so I can get materials to craft with - why is combat so complicated? [/sarcasm=off]

    In all seriousness, finding some balance that adds some interest while not placing awkward obstacles for players seems in everyone's interest.

    edit: Looking back at the original post, I very much like the idea of adding flexibility to craft/material for items. My suggestion for the occasional more difficult repair is to provide some balance to the "make it easy" as well as making for a little change of pace from the day-to-day.
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    Last edited by Amineri; 04-09-2011 at 07:40 AM. Reason: trying to not hijack OPs thread

  6. #16
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    AngryNixon's Avatar
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    Gridania
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    Angry Nixon
    World
    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.
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