On sort of the same subject, this is another example of where the UI fails. Why does the game make it such a hassle to find out WHICH piece of gear is causing me to be under the gear damage effect? I have to manually go to my inventory, click on each piece of gear I'm wearing, open a second window and look at the numbers to see if that piece is below its threshold. Further, I have to do the math myself to see if the fraction it shows me is below 25%, 50% or whatever that item's threshold. Or.... I'm told I should just manually take gear on and off until the icon goes away to determine which piece needs to be repaired.
Is this really the best design we can have for this SE? Am I just asking too much to put an icon by damaged gear in my equipment screen? And while we're at it, let me see my gear wear status in that menu instead of making me go into the my inventory menu to check on my gear when looking in my equipment menu...
In addition, the repair NPC does not repair all items back to non-damaged state. I have seen a couple of occasions so far where he refused to rapair items up to over 75%. Granted they were at allmost 10%. The npc would simply state that that is all a "simple" repair can do for that item. It's usually not a big deal just advertise the item for repair (unequip/select/seek repair, can this be any more complicated?) and adverdise in /say or /sh that you need repairs for xxx item. You'll get it repaired in no time.
Unless of-course you repair it yourself, in which case it's unequip-select-repair-add repair material.
It's like the menu progressions are written by a programmer that's addicted to goto statements.
<spelling issues as usual> Edited, Oct 4th 2010 10:46am by Vladislaus