The only problem with repairing now is the fact you have to take off your item to get it repaired, other than that I find repairing to be painless.
The only problem with repairing now is the fact you have to take off your item to get it repaired, other than that I find repairing to be painless.
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you can't change anything because crafters will cry
I don't beleive this at all. Crafters will always be relevant. If nothing else that new materia system the devs were talking about will ensure that. Understand, I am not trying to hurt the crafters, I just want a more fun and streamlined and convenient process as a non-crafter. I don't mind going to crafters. In fact I'd like to help out crafters in my LS as much as possible, but sometimes you need a quick solution when no LS mates are around or if your not in Uldah.
Then I give you credit where credit is due Cairdeas. Really awesome idea too btw. Could you provide a link or flesh it out more for us all to see? Thanks in advance.
I won't say they arent much more convenient, then they were at the begining. However, as I said before, there is always room for improvement. The less steps there are and the more streamlined it is the better. As I said before, having to unequip armor, when you don't have to for the NPC is very annoying and unnecessary. It makes me choose the NPC hands down when I'm in a hurry. So lets not act like there arent too many steps that offput people, because there clearly are. On the other hand, if we had repair kits, I'd likely never use the NPC, because then I would be able to repair instantly through the use of an item without unequiping gear, and remain in the field without the inconvenience of going back to town.
in line with "repair kits" the only way i wouldnt mind seeing them is if they did the followingI don't beleive this at all. Crafters will always be relevant. If nothing else that new materia system the devs were talking about will ensure that. Understand, I am not trying to hurt the crafters, I just want a more fun and streamlined and convenient process as a non-crafter. I don't mind going to crafters. In fact I'd like to help out crafters in my LS as much as possible, but sometimes you need a quick solution when no LS mates are around or if your not in Uldah.
Then I give you credit where credit is due Cairdeas. Really awesome idea too btw. Could you provide a link or flesh it out more for us all to see? Thanks in advance.
I won't say they arent much more convenient, then they were at the begining. However, as I said before, there is always room for improvement. The less steps there are and the more streamlined it is the better. As I said before, having to unequip armor, when you don't have to for the NPC is very annoying and unnecessary. It makes me choose the NPC hands down when I'm in a hurry. So lets not act like there arent too many steps that offput people, because there clearly are. On the other hand, if we had repair kits, I'd likely never use the NPC, because then I would be able to repair instantly through the use of an item without unequiping gear, and remain in the field without the inconvenience of going back to town.
1) were not generalized, make them specific ie: canvas fent repair kit, iron rivet repair kit.
2) made them so that they could still fail. But change the factors of failing the repair. Make them based on optimal rank vs if your the right class and so on and so forth. So a conj wearing heavy armor 20 ranks above his level would have one hell of a time getting that repair to work(lets face facts he shouldnt have been wearing it anyway)
there are ways to make them work, but dont make them super easy end all way to cut out the need to get repairs at all like im sure some people are wanting
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I actually came up with the repair kit idea a long time ago Clicky HERE
For those who don't want to click ^^
Repair system made better
For repairs I would like a "Repair Kit" that could patch up the item to 75% and could be used by any class and rank to repair any item.
Then I would have people who repair things properly and use the correct mats a chance (5% or something maybe) to be able to +1 the repair. This could give the items 125% durabilty until it drops down and is repaired again. You could even take it further and give the item the stats of a +1 item until durability dropped to 100% and so on. This would encourage proper repairs and still allow people to patch up items while out in the field.
Last edited by AlexiaKidd; 04-24-2011 at 04:29 AM.
Well I am looking for a solution that would make people happy, so as long as you arent writing off the idea by default I am fine with any ideas on how to approach such a thing. This idea would not cut out repairs, it would just make it more convenient. As far as complexity of how the system works and success rate, I am not oppsed to those ideas either. Thats absolutely fine if I have to follow ceratin criteria and its not 100% success rate, all I am interested in is the convenience factor. If I wanted to get rid of repairs, I'd have titled the thread: Get rid of Repairs!!, but I didn't.in line with "repair kits" the only way i wouldnt mind seeing them is if they did the following
1) were not generalized, make them specific ie: canvas fent repair kit, iron rivet repair kit.
2) made them so that they could still fail. But change the factors of failing the repair. Make them based on optimal rank vs if your the right class and so on and so forth. So a conj wearing heavy armor 20 ranks above his level would have one hell of a time getting that repair to work(lets face facts he shouldnt have been wearing it anyway)
there are ways to make them work, but dont make them super easy end all way to cut out the need to get repairs at all like im sure some people are wanting
well as i said, repair kits arent a bad idea as long as you dont generalize themWell I am looking for a solution that would make people happy, so as long as you arent writing off the idea by default I am fine with any ideas on how to approach such a thing. This idea would not cut out repairs, it would just make it more convenient. As far as complexity of how the system works and success rate, I am not oppsed to those ideas either. Thats absolutely fine if I have to follow ceratin criteria and its not 100% success rate, all I am interested in is the convenience factor. If I wanted to get rid of repairs, I'd have titled the thread: Get rid of Repairs!!, but I didn't.
crafters would still be the ones to actualy make them, so that factor is still there
but there needs to be a fine line drawn between getting the actual repair from a crafter and using the kit, something to set them apart, and maybe getting 75% instead of 100% off a repair kit(since you arent actualy that craft) wouldnt be a bad thought either.
im sure people wont like the sound of that, but at the same time those same people dont like repairs at all usualy
and there are others who would be grateful for it cuz they could just keeping doing whatever even if it isnt full
but as long as you dont generalize repairs with them, thats the main issue id have
if it requires a weevil elytron then it should require a kit that specificaly does that and so on, not a "bow repair kit" or something along those lines
and its very easy to go out of the way to make a single synth for every one of these items that does that. using the optimal rank of what it takes to actualy make those items(so if iron nuggets take rank 16 to make, the kit is also a 16 recipe to make and so on)
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Thats fair enough. I could work with a system like that. Combining item specific repair kits, with a tiered system, that has a chance to fail (low chance like 10%-15%), and only repairs 75%. I think thats pretty reasonable and fair to the game rules. The only thing I'd add is that the repair kits be stackable, due to space and the fact that you might have varying types of gear.well as i said, repair kits arent a bad idea as long as you dont generalize them
crafters would still be the ones to actualy make them, so that factor is still there
but there needs to be a fine line drawn between getting the actual repair from a crafter and using the kit, something to set them apart, and maybe getting 75% instead of 100% off a repair kit(since you arent actualy that craft) wouldnt be a bad thought either.
im sure people wont like the sound of that, but at the same time those same people dont like repairs at all usualy
and there are others who would be grateful for it cuz they could just keeping doing whatever even if it isnt full
but as long as you dont generalize repairs with them, thats the main issue id have
if it requires a weevil elytron then it should require a kit that specificaly does that and so on, not a "bow repair kit" or something along those lines
and its very easy to go out of the way to make a single synth for every one of these items that does that. using the optimal rank of what it takes to actualy make those items(so if iron nuggets take rank 16 to make, the kit is also a 16 recipe to make and so on)
Note: I also wouldnt mind either getting rid of durability on accessories or making it so that NPCs can repair them........ one or the other.
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