


They are going to be doing something like this already with the Materia system coming out next patch. Instead of the gear degrading like you said, players will turn old gear into Materia which will keep gear and demand high, or higher on a gear by gear basis.If anything the current system is too lenient. 100% repair with no item degradation makes the items reusable indefinitely. This ofcourse leads to items costing less than the crafting materials, and in turn the demand for the item is much less when items are reuseable. While the duration loss on return seems a bit extreme the repair system itself is too kind.
I suggest that the npc cost for repairing items be adjusted to the cost of material (dark matter) further more npc repairs to decrease the maximum duration of the item with each repair. The advantage of player repair items would be to try to save some of the max duration from being lost and that amount would depend on the player's rank and the item rank. Crafters should also be given a ability for a special repair that can be used once a day when they reach rank 50 or complete some prerequisite in which they will be able to repair the item with out any max dura loss.
With this items will be semi-disposable after using an item for a long period of time you'd have to either throw it away or turn it in to materia. Which would increase the need for carrying multiples of that item and still keep the vital role of crafters in repairing for rare items.
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I would like it if the old repair system was brought back to work in harmony with the new one.
Dark matter shouldn't have completely replaced all previous repair materials, it should have been added alongside them as easier options to repair with, in many cases. However, in some cases dark matter is not as convenient to use.
Example: If repairing a Brass Ring, what's easier to acquire? A grade 2 dark matter or a brass nugget? The answer is the brass nugget, obviously. We should be able to have the freedom to choose what we want to use to repair stuffs.



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can you please for the good lord sake take off needing to repair accessorys? its such a hassle with so many pieces that already need repairing (my highest craft is goldsmith and even i want it gone). Also i hope by simplifiying repairs you mean i dont need to constantly take pieces off and bazar the things...holy crap is that annoying.

Yoshi,
Before I drop my suggestions overall I will say this, money sinks are needed in this game. As such I suggest your do the following with repairs via NPC...
- Add Accessories to the repair list of NPCs
- Add Repair NPCs to ALL major camps (Baldknoll, Iron Lake, Bloodshore etc). Charge an extra 10% fee for repairs at these camps, its worth it for the convenience.
- Add Repair NPCs to all non camp Aetherytes (Cedarwood, Oakswood etc). Charge an extra 20% fee for repairs at these locations.
- Retainer Bells in ALL major camps (Baldknoll, Iron Lake, Bloodshore etc). Charge a service fee to summon these retainers to camps. Maybe 1k per 10 ranks, so a R50 would pay 5k to summoner a retainer.
- Finally add NPCs to ALL major camps (Baldknoll, Iron Lake, Bloodshore etc). Lately you and the dev team are all about us 'playing how we like'. Well I don't like to have to run to the city states everytime I need to sell something.

I do not mind having a repair system in the game - it's better than losing XP when you die. However... I have a slight problem with the repair system as it is now. It would be fine if your gear only degraded when you died, but right now, it degrades by just taking action and fighting. Maybe it should only degrade when: 1) you die and 2) when you are using equipment that isn't Optimal to your class. This way, when I am out and about grinding on monsters, I won't constantly be worrying about my gear degrading too fast and having to go back to town. This is further exacerbated by the fact that traveling in this game takes forever without chocobos (I know, it's coming 1.19), and when you are trying to save anima, it can take a long time to run back to your camp after repairing.
Also, I would like for the repair NPCs to be able to repair your gear to 100% durability at extra cost. Make it slightly more expensive than what a crafter could do, but not so expensive there would be no point. For example, repairing an Elm Cane by a crafter could cost around 1500 gil, and the NPC should charge 2000-2500. That way, if I'm in a hurry to get to a dungeon run or experience point party, but I notice my gear is already low, I don't have to make my group wait while I get a repair from a crafter or pay absurd prices for only 75%.
This is all just my opinion, and I'm still fairly new to the game. Thanks for reading! =)
i feel that if npc's could take repairs to 100% then crafting repairs would be pretty much useless unless you're out on the field. If they do add repair npc's to camps then it really kills it for crafters.
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Which IMO would be a GOOD THING!
Yoshi's desire for gear damage to be a 'death penalty' is fine, however this works in other games perfectly well without the need for players to sit and wait for a crafter to be bothered to come around and repair their gear .. as Yoshi points out, at times this never happens and people log because they can no longer use broken gear.
There isn't and never was a need for crafters to be repairers, NPCs are fine and all that's needed, just make them repair to 100% so gear can then be sold, crafters aren't needed and are an unnecessary hindrance here.
Not like you are really making a lot of money off repairing stuff, there is some people who tip properly and some who won't even attempt to tip at all. At the speed gear degrades and even its current cost is fine but it should be a 100% repair and jewelry shouldn't need to be repaired. I don't think camps should have NPC repairs but the new outposts should and little towns like Aleport etc. People would still use players to do some of the repairs especially if it cost you 20k to repair a broken item to 100% and to have player do it would only cost you 5-10k. Or just supply the mats, also I think there should be a set amount of (soon to be) EXP received from repairing someones gear and not be based on if the item was down to 1% or 99%. This would add more of an incentive for doing repairs for the crafters. (based on level of craft and item level)
I haven't read through every single post here so I apologize if I'm suggesting something that has already been proposed.
What I'd like to see introduced are Repair Kits. Each crafter could create a Repair Kit item for their particular craft. The Repair Kits would come in 1 of 5 grades, each grade corresponding to what grade of item it could repair. These Repair Kit items could then be traded or sold via retainers. They would also display the crafter's name on the item. The actual Repair Kits could be usable by ANY class to repair any gear that matches the grade quality.
What I feel this accomplishes is:
- Keeps crafters involved and relevant to the repair system.
- Allows players to obtain repairs in a far more convenient manner.
- Promotes awareness of individual crafters by displaying their name. Perhaps I am more likely to seek out a specific crafter to produce an item or apply materia if I am constantly buying the Repair Kits he is selling.
It is NEVER fun to simply sit around town and wait for something, whether that be a group or to get gear repaired or anything else. I think something like this would have a positive effect for everyone.
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