


I vote for Plan A: Stop loss of durability of accessories. No reason for accessories and such to break, as their reduced stats aren't worth the repair cost compared to like a chestpiece.




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.Just wanted to say that I wouldn't like it at all if (almost)any disciple of the land class could repair any type of item. It would just take away from the classes. They would be less unique. It doesn't make sense to me to ask a weaver to fix something metal. o.o; Not stressin' just saying. XDClassification 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.
Can't wait for the survey. ^^
~She gave her heart to a falling star~
~~~★~~~
If he's not here, then where?
~~~★~~~
~Been searching for my Afterman~


Plan A sounds pretty interesting![]()


FINALLY we get a repair NPC at Aetheryte camps! I'm liking that they can fix up to 99% so you still need a crafter to fix the item when you want to sell it.

I would vote against any crafting class being able to repair any gear - I know it's a video game, but I liked that there was a correlation between crafter class and the goods they make & repair and the mats they use. I do not like the idea of whipping out my saw to repair your plate armor (although I guess I have an off hand hammer I could bang on dents with).
I think Plan B is sufficient. If NPCs can repair jewelry, and they are at all the camps and cities that is leaps and bounds beyond what we have now for repairing jewelry. But moving all the way to Plan A would essentially eliminate the need for GSM repairs which would make GSMs sad. I don't understand why accessories should be treated differently from other armor types. However, I think it would be nice to have more accessories that can be made by other classes and balance out the single repair class reliance on all those slots.
EDIT: I also like the idea of repair kits that adventurer's could buy to use in the field (ie...standing around outside Darkhold trying to get gear fixed, or for when doing extended exploring away from camps.)



I would be for it if it were to come with the penalty's ofI would vote against any crafting class being able to repair any gear - I know it's a video game, but I liked that there was a correlation between crafter class and the goods they make & repair and the mats they use. I do not like the idea of whipping out my saw to repair your plate armor (although I guess I have an off hand hammer I could bang on dents with).
1) Higher fail rate
2) A tighter restriction on rank ranges for the attempt.
Have to say the idea of ability's/skills that eat a charge off of an accessory like a battery sounds very intriguing though. Could have some possibility later down the line particularly in the area of high end"Redistributed" Garlian tech.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain

@Griss there is no longer a failure rate for repairs.



I vote for option B... If NPCs could repair my accessories to 99% for all equipped items, then I'd be set.![]()
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I like Plan A, I level all battle classes and my accessories vary much more than all other equipment so I have about 20 accessories total and it is just a pain to get repairs for all of them.
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