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  1. #1
    Player
    LunaChild's Avatar
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    Mar 2011
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    216
    Character
    Belmont Blanc
    World
    Masamune
    Main Class
    Warrior Lv 90

    [Suggestion] Alternate repairing option

    I've searched through the forums and I think anyone didn't suggest this before.
    I'm sorry if these subject has been suggest.

    I think it would better if we can repair some gears with another class besides current required class since they use materials from other class to made them.

    For example,

    Bronze Labyrs crafted by Blacksmith
    Repair Material:
    (Blacksmith) Bronze Nugget
    add (Carpenter) Ash Branch (or Ash Lumber)

    Plumed Bronze Hatchet crafted by Leatherworker
    Repair Material:
    (Leatherworker) Buffalo Leather Spetch
    add (Carpenter) Maple Branch

    Cotton Doublet crafted by Weaver
    Repair Material:
    (Weaver) Cotton Fent
    add (Leatherworker) Sheep Leather Spetch

    What the purpose of these?, I think it will make players more flexible in game lifestyle.
    For example, You can be Marauder that can repair your own weapon even though you love to do logging and sawing rather than mining and smithing.

    It may require extra material for secondary repairing option.
    Plumed Bronze Hatchet crafted by Leatherworker
    Repair Material:
    (Leatherworker) Buffalo Leather Spetch
    (Carpenter) Maple Branch x2
    (7)
    Last edited by LunaChild; 04-08-2011 at 02:25 AM.

  2. #2
    Not a bad idea. In fact, I would love to see more depth to the repair system, and your suggestion certainly beats mine in terms of being fair to casual players. I think the idea of the "secondary" class capable of repairing having to use two mats would maintain a decent balance.

    The only argument I can come up with against this idea is that it seems most appropriate for low and mid-level gear. In the current game, high level gear SHOULD remain the purview of and keep exclusivity of high ranking classes. That is, a Rank50 weaver item should only be repaired by a weaver.

    BUT, if they do add class-specific and rank-restricted gear, I think that adding two repair classes to every non-specific/non-restricted piece of gear would be totally awesome. One of the advantages of using general gear is that it is generally easier to repair. Use specific gear, go to specific people.
    (3)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  3. #3
    Player
    Reika's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    Plus almost every piece of gear takes more than one class to create, no reason to have every piece have only one class to repair it. Like that hatchet up there. I dunno why a piece of leather is the only thing that can repair the wood of the shaft or the metal of the blade. those things go bad too dont they?
    (0)

  4. #4
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    Gridania
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    Quote Originally Posted by Reika View Post
    Plus almost every piece of gear takes more than one class to create, no reason to have every piece have only one class to repair it. Like that hatchet up there. I dunno why a piece of leather is the only thing that can repair the wood of the shaft or the metal of the blade. those things go bad too dont they?
    This is a completely crazy idea, but what if different parts of the tool/weapon/armor actually DID go bad?

    This is not the same system as the OP suggested, but a mutation of it.

    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    "Oh, looks like the hilt on your sword needs to be replaced this time ... "

    I admit that this would make it harder to repair than the current system, but would provide more depth to the current repair system, and a little bit more interest for crafters, albeit at the expense of those using the items.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
    (0)

  5. #5
    Quote Originally Posted by Amineri View Post
    This is a completely crazy idea, but what if different parts of the tool/weapon/armor actually DID go bad?

    This is not the same system as the OP suggested, but a mutation of it.

    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    "Oh, looks like the hilt on your sword needs to be replaced this time ... "

    I admit that this would make it harder to repair than the current system, but would provide more depth to the current repair system, and a little bit more interest for crafters, albeit at the expense of those using the items.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
    I would love any system with a little more depth than the one we currently have, and have suggested a couple options (similar to yours) in the past. The overriding argument against it seems to be that the DoM/DoW's want simplicity. Of course the obvious solution is keep the NPC repairs simple, but for some reason that doesn't seem to fly.
    (0)
    Pooka Pucel - Sanctus Refero - Besaid - http://www.sanctusrefero.com/

  6. #6
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    32
    Quote Originally Posted by Amineri View Post
    This is a completely crazy idea, but what if different parts of the tool/weapon/armor actually DID go bad?

    This is not the same system as the OP suggested, but a mutation of it.

    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    "Oh, looks like the hilt on your sword needs to be replaced this time ... "

    I admit that this would make it harder to repair than the current system, but would provide more depth to the current repair system, and a little bit more interest for crafters, albeit at the expense of those using the items.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
    The main problem I see with this is that we already have inventory problems carrying our repair mats around with us if we like to repair our own gear. Having a system like this means that instead of one repair mat to carry around, we'd need three or possibly more. Until there's a solution to our inventory problems, I honestly don't see how this could work.

    And random thoughts are sometimes the best kind, and certainly the most fun.
    (3)

  7. #7
    Player
    Kaedan's Avatar
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    Mar 2011
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    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    I would be behind this change.
    (0)

  8. 04-08-2011 04:15 PM

  9. #8
    Player
    LunaChild's Avatar
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    Mar 2011
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    216
    Character
    Belmont Blanc
    World
    Masamune
    Main Class
    Warrior Lv 90
    I'm glad that there's people interest in this suggestion.
    Thanks for all opinions.

    Quote Originally Posted by origamikitsune View Post
    The only argument I can come up with against this idea is that it seems most appropriate for low and mid-level gear. In the current game, high level gear SHOULD remain the purview of and keep exclusivity of high ranking classes. That is, a Rank50 weaver item should only be repaired by a weaver.

    BUT, if they do add class-specific and rank-restricted gear, I think that adding two repair classes to every non-specific/non-restricted piece of gear would be totally awesome. One of the advantages of using general gear is that it is generally easier to repair. Use specific gear, go to specific people.
    I agree with that, specific or epic gear should be exclusive. But in that case, they should stand by their basic class for the top rank gears.(ex. Axe should be Blacksmith. Hatchet should be Carpenter, not Leatherwoker) so players won't complain something like this in future > "Rank60 Axe is Goldsmith's craft?, what is the meaning of my Blacksmith grinding? but it still acceptable if there's both of basic and non-basic.(That's for another subject about lacking of various gears in same rank)

    Quote Originally Posted by Amineri View Post
    Perhaps each time an item had to be repaired, a different material and craft were required to repair the "part going bad". In rare cases this could be an entire part rather than simply the same old material.

    Perhaps as a compromise, using non-preferred materials (allowing for more crafter types) counts as a "patch-job", taking the repair to 90% or 95% instead of 100%?

    Just some random thoughts ~~ please don't take them too seriously
    Yes, that would really provide more depth to the current repair system but at least I'm the player who don't like something incomplete. If I'm going to repairs, it should repair with 100% durability, like that or I'll have inventory slot problem for carrying various repair materials. But that's just my individual opinion.

    btw, I also think about using secondary repairing in my idea will repair only about 75-95% durability too(with the firstly idea that use only one material to repair). But as I said, I prefer to pay more cost (using extra material) for fully return rather than receive something flaw.
    (0)

  10. #9
    Player
    Fleur's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    379
    Character
    Primula Solheim
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 96
    I like this idea, to an extent.

    There are some items that a certain class can MAKE that they cannot repair which just seems ridiculous to me. This is usually in the case when a certain class can "upgrade" a piece of gear made by a different class. For example, a plumed bronze pickaxe is made by a weaver with a buckle, cloth, feather, and a bronze pickaxe which is made by a carpenter. But only a carpenter can repair a plumed bronze pickaxe. Why not let a weaver repair it too using a feather or cloth?

    Items that require a secondary craft to make or that require materials from another craft (for example, a weaver can make a tabard but you need a leatherworker sub to make the actual tabard pieces) might make things a little complicated and muddle the matter of rank required to repair some items, not to mention the issue of more repair mats to carry around. But, I'd be open to the idea if it was implemented well. ^^
    (0)

  11. #10
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    Quote Originally Posted by Shaily View Post
    The main problem I see with this is that we already have inventory problems carrying our repair mats around with us if we like to repair our own gear. Having a system like this means that instead of one repair mat to carry around, we'd need three or possibly more. Until there's a solution to our inventory problems, I honestly don't see how this could work.

    And random thoughts are sometimes the best kind, and certainly the most fun.
    I wrote this quickly, so probably wasn't very clear. I had two separate suggestions for repairs:

    a) Make the repair material to take the item to 100% change from repair to repair. Occasionally maybe a rivet or some other manufactured part.

    b) Allow for multiple materials and crafts to make jury-rigged (maybe called "field repairs"?) that would fix the item to 90%.

    Allowing for more options makes it easier to find the right material and craft when you need something repaired when doing leves or on a quest, but changing up the full repair material might add some interest and realism (for those that like such things) to the repair process.
    (0)

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