


Also, dungeons are dangerous. That's why they usually have NPCs outside of them keeping others out. If you haven't noticed, most menders look like merchants with having never lifted a weapon in their life save to sell it.
Immersion, please keep it.
Two words disprove your argument: Yokai Watch.
It's entirely possible for the merchant to sit at the entrance where it's perfectly safe, or even to have a couple of guard NPCs with him. There are far more "immersion breaking" things to worry about in the game.





Except that it is. Immediately after exiting a dungeon, you can make an intentional, conscious choice to repair your gear. If you make this choice, then your gear will be at 100% next time you enter a dungeon. If you make the choice to do anything else, perhaps because you think you have anything better to do than repair your gear, you're choosing not to repair your gear. If you make this choice several times in a row, and your gear breaks in the middle of a dungeon, there is a more than adequate system in place to handle it: you leave the dungeon and take the well-deserved thirty minute penalty for making the wrong choice too many times.
There are more than enough opportunities to make the right choice outside of the dungeon, and based on the rest of this thread, it's clear that broken gear is not a result of people not understanding which choice is correct, or even that a choice has to be made. The devs shouldn't add an accommodation for people who understand what's expected of them but choose not to do it.
Error 3102 Club, Order of the 52nd Hour
nice point, /threadIt is practically impossible to go into a dungeon with 100% durability, and leave with 0%.
It is pure laziness.
Adding an NPC in a dungeon will be a huge inconvenience to a lot of people because it creates a new standard. People will enter with 10% durability with the intention to repair inside. They will then hold other people up while they run over to the NPC to repair. Even better, some will likely wait until their gear breaks halfway through the dungeon, forcing others to stand around and wait for them to run back to the start of the dungeon to repair.
I have also played MMOs with repair NPCs inside the dungeon. This happens, and much more frequently than I run into people with broken gear in a dungeon in this game..
Convenience for 1 person is often an inconvenience for others.
Just repair your damn gear outside or quick-synth your way to level 60 on BSM / LTW / WVR / ARM. Hell, even if you just focus on BSM, at least your weapon won't break and you will be able to do stuff.
As for the inventory space, that is the most stupid excuse I have ever heard. You have 100 slots. You can spare 1 slot so you can repair your damn gear....
with that said, SE this is a bad idea for this very reason, please stop catering to the ultra lazy
Here's a fun idea. If this actually happens, I want gear durability to mean something.
Broken gear needs to actually be destroyed. for good. gone. It's like permadeath with gear!
I wonder how many people will forget after that. Oh who am I kidding, the only people this -actually- helps are people that never open their character menu until their gear is already 0% anyway. they gon' be all naked.
Even playing since 1.0 I have never had this issue, it's not needed at all.



Doesn't even need to be level 50, level 40 and you can repair.
@OP its not hard to get crafters to 40 plus you only need Weaver Leatherwork Armorer Blacksmith Goldsmith ( only some depending on the jobs you play )
"Not everyone crafts"
All you have to do is turn in 1 items for each job everyday at your GC and you'll be 40 in a few weeks. You don't even need to do the job quests to unlock repair. You never need to craft to level crafting lol!
The comments on this thread continue to amuse me. Thanks whoever necro'd it :P
Not gonna bother debating the things you said since I've debated them over and over and people keep just repeating everything, but I will respond to this part.If you make this choice several times in a row, and your gear breaks in the middle of a dungeon, there is a more than adequate system in place to handle it: you leave the dungeon and take the well-deserved thirty minute penalty for making the wrong choice too many times.
If my gear breaks, the group can either deal with it or kick me. Not going to eat a penalty because I made an honest, non-conscious mistake and because the game lacks any defense against this short of forcing crafting into combat scenarios. Since I usually tank in DF, everyone suffers either way if this happens because of how the game is. And that's how it will have to stay I guess. Can't repair in the dungeon, if I leave/get kicked they get to wait forever on a replacement. But tough, right? Have to preserve muh standards!
Wish people were more open to QoL suggestions like this. The Secret World had this feature and it was universally loved. But ah well.
Last edited by Adire; 01-31-2017 at 06:24 PM.


Yeah, I'm very guilty of doing this, weaver, blacksmith, armorer, and leatherworker all from lv1 to lv60 from just GC turn ins, didnt even craft the items I simply bought them off marketboard, only took about month, so yeah not crafting is a pretty lame excuse when you can so easily laze through them.
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