Plan A sounds good and i like the charge recast timers on them idea also.
Plan A sounds good and i like the charge recast timers on them idea also.
Plan B seems the most realistic and fair to crafters who repair said accessories.
Repair NPC is too cheap.
This: "2. When an NPC repairs an item, the level of durability will be restored to 99% of the item’s condition." is ridiculous. Especially combined with: "4. The price for NPC repairs will be greatly lowered."
"These things mean you won’t feel forced to level a crafting class in order to repair your own equipment."
Seriously? C'mon man! This is really dumbing down of the game in order to placate some people who may or may not have vented their complaints.
I think that this is a REALLY bad decision.
Why can't you stick with how the game is now?
He didn't address making the actual process of repairing items easier. I saw that the developer in charge of those code changes indicated that sorting based on the level of deterioration of gear was not posible due to the data involved.
He missed the point. The point was that players want their damaged gear to be sorted to the top of their inventory regardless of what percentage they are damaged.
It is inconceivable that all DoH jobs could repair any equipment regardless of the job that created the equipment. That is another horrendous idea.
Since they have already decided to do this, I suggest that they offer two levels of repair from NPCs. One at 75% and one at 99%. Simply raise the 99% repair price and keep the 75% repair price as it is.
If they do this to crafters, it would be really nice to have separate inventory for gear/tools/weapons and items.
Last edited by Zoltan; 09-15-2011 at 05:45 AM.
Hated the idea of any crafter being able to repair anything...it just makes no sense at all.
Adventurer: "Need repair please!"
Crafter: "Hey, come here! I'll repair your shirt!"
Adventurer: "thank goodness...its so hard to find a weaver around here..."
Crafter: "Weaver...?" *pulls a plank and some nails*
Even if its to make things easier, IMO dark matter already turned things generic enough...this way crafters will completely lose their identity.
And about accessories...i just wish there was the option "just leave accessories as they are and make slot cost increase with the level"...but this might be like Plan Z i guess... :/
Last edited by Lienn; 09-15-2011 at 05:36 AM.
Also being able to quickly put dmged gear up for repair without unequipping it first, going into inventory, waiting for UI to respond, etc. This would solve much of the irritation.This: "2. When an NPC repairs an item, the level of durability will be restored to 99% of the item’s condition." is ridiculous. Especially combined with: "4. The price for NPC repairs will be greatly lowered."
"These things mean you won’t feel forced to level a crafting class in order to repair your own equipment."
Seriously? C'mon man! This is really dumbing down of the game in order to placate some people who may or may not have vented their complaints.
I think that this is a REALLY bad decision.
Why can't you stick with how the game is now?
He didn't address making the actual process of repairing items easier. I saw that the developer in charge of those code changes indicated that sorting based on the level of deterioration of gear was not posible due to the data involved.
He missed the point. The point was that players want their damaged gear to be sorted to the top of their inventory regardless of what percentage they are damaged.
I say why not do both?Repairing accessories (Post patch 1.19)
Plan A: Stop loss of durability of accessories.
Plan B: Allow NPCs to repair accessories.
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")
Papa was a rolling stone...wherever he laid his barbut was home.
I dont believe we need to eliminate durability for accessories. We should just increase its durabilty. No way should accessories be damaged as fast as weapons or armor. I like the idea of being able to repair all gear. Lets face it... a lot of crafter did other crafts so they can repair gear and now there are to many crafters. Secondly though if this was to happen, i dont want it given to me. Make it a lengthy quest for each craft so u can feel you've earned it. The game needs content to slow us down and its a great opportunity to do so. As far as culinarians and alchemist go... maybe they can make a special oil that can increase durability of armors and weapons. I know its not a repair but it would be nice to slow it down a bit.
What's really wrong with letting all classes repair anything?
At least group some of them together .... The point is, if ONE npc can repair you to 99% all items why not let ONE player repair you to 100% in front of the dungeon entrance.
Perhaps Armorer and Blacksmith could do all the same repairs and
Weaver and Leatherworker do all the same repairs
Woodworker and Goldsmith do the same repairs ... I don't know. (Yeah they aren't exactly alike but figured it needs some offset right).
It's annoying right now to need this setup every time you want 100%:
Blacksmith for the weapon, woodworker for the shield (possibly)
armorer for the plate armor
Goldsmith for the accessories and
Weaver for the Pants.
That's ultra time consuming especially considering that Gear breaks even if you aren't dying. Sure, you can say "Die less" but you still lose durability just by playing the game. If you're going to still require 5 different rank 50 players to repair my gear at least take away loss of durability from playing the game, except upon death.
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
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