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Repairing Items ideaFollow

#1 Oct 21 2010 at 1:53 PM Rating: Decent
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Just want to throw out a different way to having items repaired.

Currently:
*paying huge prices for a vendor to repair your items to 75% seems outrageous.
*trying to find someone with the correct mats to repair your gear to 100% is frustrating.
*leveling Armorer, and to some extent blacksmithing and goldsmithing to repair your own gear is boring to those uninterested in crafting.

If SE does nothing about how quickly gear deteriorates, I propose (as other have) that they put repair NPC's in camps near leveling spots, and drastically reduce the amount of gil needed to repair items. Also, they should repair to 100%.

To make people still interested in leveling Armorer, they could have items still be able to be repaired by other players the way it works now, except that this action provides a bonus to the item being repaired. You could even expand this by using different mats to implement different bonuses.

Example:
NPC repairs GLD lv.9 dagger from 10% to 100% durability for 500gil (as opposed to 6,200 or w/e it is).
Other player could repair same dagger from 10% to 100%, but this also adds a +2 additional damage to the dagger. Depending on the item buff, players could charge more for the repair. The buff would last until the item is repaired again, and replaced by a new buff (or no buff is repaired at an NPC).

This way we would not hinder people with the strict durability items currently suffer, while still making Armorer a useful profession.

TL;DR - repairing items needs to be adjusted.

Edited, Oct 21st 2010 3:54pm by MinosGraedus
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#2 Oct 21 2010 at 2:42 PM Rating: Decent
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I remember someone in an earlier thread described a repair kit item--a tradable consumable that crafters could produce and sell in lieu of the current cumbersome repair system. Frankly, it is the most intuitive idea I've heard for FFXIV, and will therefore never see the light of day. I'd like to expand on it anyway:

A leatherworker, for example, could use a set of materials to create a "simple repair kit (leather)," "advanced repair kit (leather)," or "complete repair kit (leather)," each of which restores a different percentage of durability to an item. We can specialize this system further into rank ranges, using different base materials for each rank set. Sheepskin spetches would form the base recipe for rank 1-10 repair kits, dodoskin spetches for ranks 11-20, buffalo spetches 21-30, and so on.

Putting it all together, you would find something like this in market wards and player bazaars:

Advanced repair kit (dodoskin) 
Everything an adventurer needs to instantly restore the durability of any leathercraft item of optimal rank 11 through 20 by 50%.


On consumption, it would function just like the repair NPC in town: you select a slot from a pop-up window and your currently equipped item has its durability restored.

Easy.
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#3 Oct 21 2010 at 2:49 PM Rating: Decent
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I'd mentioned something similar a while ago, with a little different. NPC should be able to repair the item to 100%. As for players, depends on their class rank and the item's level, they can repair an item to 100%~120%. For example, a rank 29 goldsmith has a higher chance to repair a level 6 bone hora to 120% durability vs a rank 1 goldsmith will have a lower chance, or 0% chance to repair this item over 100% durability simply because the item level is much higher than the player. This will somewhat encourage player to level up different crafting skills and repair their own gears.

Another idea is that instead of using different mats to repair different gears, we can make something called the repair kit. We can also divide these repair kits in 3 different levels, such as Repair Kit I will repair level 1~18 items; Repair Kit II will repair level 19~38 items; Repair Kit III will repair level 39~50 items. Any crafting classes can make these kits with different mats.

Example: A rank 10 Weaver can make Repair Kit I with 6 Moko Grasses, as well as a rank 10 blacksmith can also make this Repair Kit I with 6 Copper Ores.

The pros for this is that a player doesn't have to level up multiple crafting classes just because he wants to repair his bone weapon and chainmail armor. Also players don't have to carry 10 different mats and 5 different tools with them because they need to repair 10 pieces of gears and each of them use different type of mats.

The cons for this is that we may lose some of the "realistic" elements of the game as for Armorer repairs metal armors.
#4 Oct 21 2010 at 2:51 PM Rating: Good
On the point of repair NPC costs:

I'd rather keep repair NPC prices as they are but with repairs up to 100% to encourage more people to use them. At the moment, how much gil do you actually remove from the system vs bring in? Do 8 regional leves @20 and get 40-80k gil easy every 36 hours, repair once or twice for 10-20k, still netting a large amount of gil.

Now, the bazaar system is likely the biggest gil sink so far and likely removes quite a bit from the system, but at the moment the overall prices of items set by people seem to show a fairly balanced economy (no massive inflation, yet...), so I'd propose that if SE lowered the NPC's repair cost they would need to lower leve rewards and/or NPC buy prices to compensate for the lower amount of gil from repairs to combat inflation.
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#5 Oct 21 2010 at 2:54 PM Rating: Decent
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Thanacus wrote:
On the point of repair NPC costs:

I'd rather keep repair NPC prices as they are but with repairs up to 100% to encourage more people to use them. At the moment, how much gil do you actually remove from the system vs bring in? Do 8 regional leves @20 and get 40-80k gil easy every 36 hours, repair once or twice for 10-20k, still netting a large amount of gil.

Now, the bazaar system is likely the biggest gil sink so far and likely removes quite a bit from the system, but at the moment the overall prices of items set by people seem to show a fairly balanced economy (no massive inflation, yet...), so I'd propose that if SE lowered the NPC's repair cost they would need to lower leve rewards and/or NPC buy prices to compensate for the lower amount of gil from repairs to combat inflation.


you know how much it cost to repair a bronze hauby? alot
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