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  1. #1
    Player
    naaros's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    158
    Character
    Soraan Lutece
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Valtiel13 View Post
    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.
    This is the first time I've read a suggestion such as this for repairs, and I must say, kudos. I realllllllllllly like that idea! It keeps crafters involved, and no longer would I have to go stand around in town waiting for someone to repair. And I could take them to dungeon runs in case we wipe a lot and I need repairs! Seriously, I love that idea. =)
    (0)

  2. #2
    Player
    Moiren's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    141
    Character
    Moiren Houl
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    I think repair should stay too, but:

    1. Degradation of equip should be slower, especially weapons
    2. Jewelry should not degrade, just like underwear. After all their degraded stats are just def/m.def/eva and we all know that wouldnt make such a difference since rings&co all have very low ones
    (1)
    The best things in life are always free...~


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  3. #3
    Player
    Ferr's Avatar
    Join Date
    Sep 2011
    Posts
    48
    Character
    Ferria Svensa
    World
    Ragnarok
    Main Class
    Ninja Lv 60
    If they do add repair npc's to camps then it really kills it for crafters.
    IMO repairing is just an extra for crafters, the focus for a crafter is making gear, and this is where they should make the most profit
    (1)

  4. #4
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I don't understand how you can make the repair requirements any less strict.. I mean you only have to be within ten levels of the item you want to repair..

    Does he intend to make no level requirement at all?
    (0)

  5. #5
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86

    Repair Search Feature?

    I posted this on the JP side but what about repair search feature?

    It works bit like retainer search, it searches the near by areas for players with repair request. You can search by your crafting class, and rank. Search result will display the players name, repair item, reward they are offering. You can accept by person or by group requesting same item or something in that line.

    Once you select the player to look and repair, it will display on the map player current location. If you are near the player, again just like retainer it will have an icon on top of their name to make it easier to locate.

    Rest is just like regular repair

    Also since devs working on achievement system adding a system where if you repair someone X amount of times you get an achievement or if you requested for repair X amount of times you get an achievement. This type of feature will encourage some players (who don't cheat) to try and repair as much as they can, while people requesting for repair will ask for crafters to help so they can also achieve that achievement.

    Also might be good for some group of people to come up with mini game to see who can repair the most in X minutes or something weird like that lol
    (0)
    Last edited by Reinheart; 09-03-2011 at 08:02 AM.

  6. #6
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Repairing accessories (Post patch 1.19)
    Plan A: Stop loss of durability of accessories.
    Plan B: Allow NPCs to repair accessories.
    I say why not do both?

    Stop durability loss 1st (easy fix).

    Then later, add the "Charges" to accessories and allow NPC's to do a partial "Recharge" (maybe even just 1 recharge) but require a crafter to fully recharge accessories. (hard fix)

    Give the recharge ability to Arcanist and Culinarian, they need some love.
    (Culinarian would give new meaning to "Meat-Shield")
    (1)

    Papa was a rolling stone...wherever he laid his barbut was home.





  7. #7
    Player
    StateAlchemist's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    359
    Character
    State Alchemist
    World
    Excalibur
    Main Class
    Goldsmith Lv 55
    My biggest complaint is 9 times out of 10 I will spend more gil repairing an item over the time I own it then I do buying it. So by the time I sell it I don't even make my money back. Hence why I wear the best possible gear I can even if I am only Rank 1, and never buy low-mid level gear. What's the point? In fact I will go out of my way to try and get an item that is for All Classes or encompasses multiple Disciplines to try and at least keep the gear at least Optimal as far as Class goes.
    (0)
    Last edited by StateAlchemist; 09-05-2011 at 07:22 AM.

  8. #8
    Community Rep Bayohne's Avatar
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    Mar 2011
    Posts
    1,713
    Yoshida made another of his signature "huuuuge posts!" (tm) This one focuses heavily on the upcoming changes to the repair system.

    Quote Originally Posted by Naoki_Yoshida View Post
    Hello everyone, Producer/Director Yoshida here.

    I appreciate the lively discussion that’s been taking place here.
    Before I start, I’d like to apologize that my post is late as we were struggling through a dizzyingly busy week. While I was busy running around, you were busy creating a range of topics that even touched on the in-game economy! But today, I’ll be going back to basics. Let me start with our plans for the item repair system in 1.19 and from 1.20 onwards! (As for the in-game economy, we cannot really get into this subject at the moment until every single element of the system becomes “normal.” Otherwise there are too many aspects to talk about and it’ll end up too confusing to discuss)

    Premise
    Over the next few days I can promise you more posts after this one, and in the next producer’s letter I will let you know more of my thoughts about the fundamental direction where FFXIV and current generation MMORPGs should be heading. I hope you are looking forward to my new letter which will be out soon. However, due to our current situation and progress, the letter will be posted just before 1.19 is released. So in the meantime let me explain what 1.19 has to offer through videos which you have been requesting!

    General policy about the repair system
    When I consider the death penalty and FFXIV as a current generation MMORPG, which entails striking a balance between risk and reward and taking your lifestyle and work into account, the common link seems to be the “concept of equipment durability”. I mentioned it before and it’s still on my mind. Equipment worn in battles will lose their durability over time; this could be seen as a small milestone in your long journey. It will motivate you to get new equipment, crafters can demonstrate their repairing skills, and players can feel the reality of seeing their equipment age over time. So I believe we should keep degrading armor and repair systems as they are. (Some have pointed out that it’s not really a death penalty for crafters as they can fix their gear, though I don’t see any problem with that. Players can raise their crafting level with some serious grinding, so I think this balances out the death penalty)

    Yet we have a massive problem with the current repair system
    I know it has been a huge issue that we ask you to devote a tremendous amount of effort to repairs. As I mentioned above, the concept of equipment durability and degradation has an impact on various systems, player motivation, settings and the death penalty, for only minor rewards. Therefore, I understand there is a big problem with the imbalance between the amount of work needed and the stat increases that can be gained. In short, I concluded that repairs should become a lot easier, if I take balance into consideration (Although I wouldn’t be able to respond if you were to say it’s a long time coming)

    There are two ways to repair items
    We already implemented two different ways to repair items in the game: paying NPCs or disciples of the hand. However, both methods have their respective problems and the solutions are also different. Therefore, I’d like you to understand the tweaks and changes below which address each method. We will evaluate the system comprehensively when it comes to actually implementing changes. However I wanted to be clear about the features, as the discussion may go off track on the forum.

    Adjustments in Patch 1.19 (Focusing on NPC Repair Adjustments)
    Currently the goals we’ve set for ourselves for 1.19 are pretty extensive, and it won’t be possible to implement most of the new features in a single patch. Therefore it looks like there will be several stages of implementation over patch 1.19 and 1.20 to improve the repair system.
    The updates in patch 1.19 will mainly focus on NPC repairs.
    (In a way, I suppose the adjustments will involve crafter repairs)

    1. There will be a “Repair NPC” and a “Merchant NPC” stationed at every Aetheryte/Settlement.
    2. When an NPC repairs an item, the level of durability will be restored to 99% of the item’s condition.
    3. Only crafters are able to restore an item’s durability to 100% (As per the design)
    4. The price for NPC repairs will be greatly lowered.
    (The price per item will be fixed at 100G/500G/1000G/2100G/5000G according to the level of the equipment)
    5. The cost of Dark Matter will be lowered.
    (G1/G2/G3/G4/G5 = 50G/300G/700G/1500G/3500G)
    6. The decrease in condition based on equipment deterioration changes are as follows:
    No decrease in status/attributes for durability levels between 100 and 1
    If durability reaches 0, it will have a “Damaged” status, and the equipment attributes will be treated as 0
    When durability is 10 or below, a yellow icon will appear which will indicate that it is nearing the durability limit
    When durability is 0, a red icon will appear which will indicate a damaged item is equipped

    So that’s the plan for repair adjustments for patch 1.19. I’ll be sure to keep you updated. To cut it short, equipment deterioration during normal use of items is:
    • The line for equipment's stat deterioration will be clear and there will be no more need for partial repairs (the icon won’t be annoying)
    • The pricing for NPC repairs will be reasonable, and it will be possible to have affordable repairs which will restore to durability 99%
    • When second-hand items go up on the market, repairs carried out by a crafter will be needed
    • The price of Dark Matter will be lowered, and it will not demand a large amount of gil
    These things mean you won’t feel forced to level a crafting class in order to repair your own equipment.

    Adjustments for Patch 1.20 Onwards (Focusing on Disciples of the Hand Repair Adjustments)
    I’ve finalized the plans for changes to the crafter repair procedure for 1.20.
    If there is a chance to speed up the process then we will. In any case, the huge amount of trouble repairers have to go through is a real problem, and I have thought about adopting this basic flow.
    1. Perform a command every time when you repair, to cut out the animation which plays each time
    2. If Dark Matter can be offered by the one who is getting their equipment repaired this will make work a lot easier for the crafter
    3. Add Dark Matter G6 (Level 50+ exclusive equipment) and readjust the specifications and price of G5

    Apart from this, making the repair request icon more visible and simplifying the ability to collectively repair equipment is in the works. Furthermore, I was thinking it would be ok if all Disciples of the Hand classes, aside from Alchemist/Culinarian, would be able to repair any equipment.

    It doesn’t mean that each disciple of the hand class will be knowingly gathering up all the equipment that they are able to repair, and even if there is a repair request, the parts that can be repaired will differ depending on the crafter. So in the end there are huge losses at stake for both the repairer and the one seeking repairs.
    (I have a different plan for Alchemists and Culinarians doing repairs. However, it might be over simplified…? There will be something like a repair kit which crafters can use. (It might be an idea to have something like a repair kit which only crafters can use)
    As I really want to get feedback from all of the current crafters out there, I plan to launch a third survey after the release of patch 1.19. ^^

    So, my time’s up and as always I have written a lot, however that is it for the repair improvements plans! Looking back on things again I feel I should have done something about this sooner…

    From now on, when you are in an emergency let me hear what you have to say and we will work hard to release new contents and make adjustments. So please keep on telling us your opinions/feedback!
    (87)
    Matt "Bayohne" Hilton - Community Team

  9. #9
    Player
    Rizon's Avatar
    Join Date
    Mar 2011
    Location
    Quincy, Il
    Posts
    938
    Character
    Rizon Cerberus
    World
    Hyperion
    Main Class
    Marauder Lv 81
    Bayohne....Thank you for this post. The proposed changes for patch 1.19 entail long overdo adjustments to repairs performed by NPCs. This will allow casual players and low level parties greater flexability in their leveling. There will . of course, still be a need for higher level crafters to help repair gear for end game parties that will be spending a larger amount of time away from the nodes on raids and high end mobs. The proposed changes for 1.20 cover this nicely.
    (0)

  10. #10
    Community Rep Bayohne's Avatar
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    1,713
    He also posted a follow-up regarding repairing accessories!

    Quote Originally Posted by Naoki_Yoshida View Post
    Hello, this is Yoshida, the Producer/Director.

    I'm sorry, I forgot to post information regarding accessories.

    Repairing accessories (Post patch 1.19)
    Plan A: Stop loss of durability of accessories.
    Plan B: Allow NPCs to repair accessories.

    If we choose Plan B, we will look into implementation as soon as possible after patch 1.19.
    We are still in the process of carefully reviewing Plan A.
    We are also looking into a system that would charge abilities with recast timers in conjunction with accessories, so I'd like to take a bit more time to think about the balance for this. (I think it would be nice to get rid of durability and implement a recharge cost)

    Due to the adjustments necessary, Plan A would require more time than Plan B.

    Classification of gear that can be repaired by Disciples of the Hand
    I mentioned this in my previous post, but we have not fully decided to allow repairs of all gear by all crafting classes (other than alchemy and cooking).

    Of course we are taking into account issues of story and crafter identity, but we don’t think that this should cause any stress. We believe that at this level, players will have their preferences, which is why we are conducting a survey in order to factor in the players’ opinions in our final decision.
    (57)
    Matt "Bayohne" Hilton - Community Team

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