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Repair system adjustments?Follow

#1 Dec 03 2010 at 2:54 PM Rating: Good
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I thought SE adjusted the repair rates?
I know, I know... This issue has been beat into the ground, but I'm really asking - did they?

I know there's no more undergarment repairs, but was this the only adjustment?
If anything it seems I have had to increase the items I can't repair in the field by myself from 2 spares to 3.

My repair rate seems to get exponetially more grevious the higher I get. I'm not one of those players wearing gear 10-20 ranks above the recommended range, either. Most all of my stuff falls into the 5 rank range, with about 2 items outside by just 2-3 ranks. They aren't even the issues. Weapons are the real culprit, and mine is actually RIGHT ON the recommeneded rank.

I'm really tired of feeling like I'm being punished or sanctioned for playing my job.
Repairing items is not some kind of cornerstone of the economy, if they removed it completely it would affect no one- otherthan sparing us 100k in repair bills a day, a large percentage which goes in an NPC's pocket anyway.
It actually feels like SE is engaging in griefing. I wonder if they realize that's how most of us feel? Like they are punishing us for having the nerve to go out and engage mobs?

I know there's a lot of things to be fixed in this game, and it may not be high on the radar, but there was no adjustment that I can see. Removing the undergarment durability was nothing, it was the cheapest thing to have repaired anyway, they may as well have done it and not even announced it, that's how much of an impact it had.
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#2 Dec 03 2010 at 3:04 PM Rating: Good
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First, what weapon are you using? I've noticed that my gladiator's daggers seem to wear way faster than bigger weapons, like a spear or axe.

Suggestion: You could always keep fighting with a red weapons. First tests show it only decreases damage to 75% (95% for yellow weapons), and that it would only affect regular attacks, and not WS/skills. Accuracy is also lowered, but that's harder to parse. One would assume it could be as big as a 25% accuracy hit as well, but it could take a while to prove that hypothesis.

I do agree with you that I don't really feel like they made durability loss slower than before (if anything, I also feel it's faster, but that's just me eyeballing it).
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#3 Dec 03 2010 at 3:04 PM Rating: Good
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Repairing items is not some kind of cornerstone of the economy, if they removed it completely it would affect no one- otherthan sparing us 100k in repair bills a day, a large percentage which goes in an NPC's pocket anyway.


Gil syncs are necessary to curb outlandish inflation. You answered your own question good sir.

Or you could take the, it forces interaction among fighters and crafters, or even the level crafts also route.

Any of the above serve as viable reasons.
#4 Dec 03 2010 at 3:23 PM Rating: Decent
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empathycontrols wrote:
Quote:
Repairing items is not some kind of cornerstone of the economy, if they removed it completely it would affect no one- otherthan sparing us 100k in repair bills a day, a large percentage which goes in an NPC's pocket anyway.


Gil syncs are necessary to curb outlandish inflation. You answered your own question good sir.

Or you could take the, it forces interaction among fighters and crafters, or even the level crafts also route.

Any of the above serve as viable reasons.

Nah, I have to disagree, there are far better ways to engineer gil sinks. They are incredibly important to the economy, but they should not be designed to grief. XI had plenty- choco rentals, ship tickets, entry fees etc.

As far as leveling crafts, I wear mostly armorcraft repairable stuff, a craft which I am high enough to repair everything I wear and almost at the point of anything to level cap.
Repair SP has never been something that moved it along. It's like someone offering you 100 gil once a day for whatever, it's a nice gesture, but entirely a gesture.

As to what weapon im using, its an iron gladius. I learned daggers go bad fast, back when I was using a bronze dagger. I won't equip a dagger unless my preferred weapon and spare are red, then I'll put a paralyzing dagger on.
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#5 Dec 03 2010 at 3:30 PM Rating: Good
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Restyoneck wrote:
I thought SE adjusted the repair rates?
I know, I know... This issue has been beat into the ground, but I'm really asking - did they?

I know there's no more undergarment repairs, but was this the only adjustment?


Nothing was changed or planned to be changed, although it is sorely needed. I repaired 7 of my LSmate's weapons last night. I was like 7 weapons, O.o??? He said he carries 7 because they wear out so often. >.< They are all appropriate for his Rank. That should not be necessary.
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#6 Dec 03 2010 at 3:43 PM Rating: Good
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Restyoneck wrote:
empathycontrols wrote:
Quote:
Repairing items is not some kind of cornerstone of the economy, if they removed it completely it would affect no one- otherthan sparing us 100k in repair bills a day, a large percentage which goes in an NPC's pocket anyway.


Gil syncs are necessary to curb outlandish inflation. You answered your own question good sir.

Or you could take the, it forces interaction among fighters and crafters, or even the level crafts also route.

Any of the above serve as viable reasons.

Nah, I have to disagree, there are far better ways to engineer gil sinks. They are incredibly important to the economy, but they should not be designed to grief. XI had plenty- choco rentals, ship tickets, entry fees etc.

As far as leveling crafts, I wear mostly armorcraft repairable stuff, a craft which I am high enough to repair everything I wear and almost at the point of anything to level cap.
Repair SP has never been something that moved it along. It's like someone offering you 100 gil once a day for whatever, it's a nice gesture, but entirely a gesture.

As to what weapon im using, its an iron gladius. I learned daggers go bad fast, back when I was using a bronze dagger. I won't equip a dagger unless my preferred weapon and spare are red, then I'll put a paralyzing dagger on.



I don't entirely disagree with you. I feel that the gilsync is probably there, and it's so outrageous now because there is nothing else (chocobos/airships). Once other things are introduced maybe they'll reevaluate how quickly stuff wears. I honestly can't relate, I only mine and craft (some craft). My mining gear doesn't wear too often, not enough for me to notice at least.
#7 Dec 03 2010 at 3:51 PM Rating: Default
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Get over it for crying out loud. Start leveling a craft so that you can repair your own gear. I do, and I can repair everything I wear. You ability to repair is based on your crafting level, not your rank, and you can be up to 10 crafting levels below the level needed to make the gear (5 levels below for gear with "+" stats). Sorry to break the news to everyone, but crafting in this game is as much a part of it as killing stuff. Besides, you get great physical exp from crafting.
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#8 Dec 03 2010 at 4:10 PM Rating: Excellent
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Phanatic wrote:
Get over it for crying out loud. Start leveling a craft so that you can repair your own gear. I do, and I can repair everything I wear. You ability to repair is based on your crafting level, not your rank, and you can be up to 10 crafting levels below the level needed to make the gear (5 levels below for gear with "+" stats). Sorry to break the news to everyone, but crafting in this game is as much a part of it as killing stuff. Besides, you get great physical exp from crafting.


Wow that's great advice. Reading a thread before you flame is also good advice.
If you had, you'd have seen I said I do have armorcraft to a very respectable level, and for the record all others are 15. That doesnt help with my weapon needing to be repaired after 30 minutes of use.
Maybe everyone should level all crafts to 40 so the player-base will stop "whining".
That's a great solution! /sarcasm off
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#9 Dec 03 2010 at 4:15 PM Rating: Good
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While gil sink is part of the equation, there are two more important reasons for wear.
1) it keeps gear at crafting/availability level. You want higher gear, know a higher crafter, or be prepared to pay through the nose (the intent is to be a serious incentive for crafters to be necessary interactions).
2) this builds off the first item. Long-term viability of crafters. There is a point in every game that leveling crafting becomes painful. Due to inflation, and a collection of high level jobs. It becomes a cost to level a craft. Right now, crafters are making the most money in the game, however, even now on many servers (I know it's true on mine) some of the low level crafts are already becoming more expensive to perform than I can make money off of (can you say crystals to shards?).

In FFXI I am a level 98 alchemist. With that being said, one of my "I'm complete with this game" goals was reaching level 100 alchemy. I set that goal when I first started the game. Obviously, I never reached it, and the #1 reason why: What's the point of level 100... Nothing, it was just an arbitrary value that I wanted, and I didn't have time for the 10+ million gil and 100 hours necessary to get my last 1 1/2 levels.

In this game, if by some strange fluke you get +3 level 50 gear right now, you might as well NPC it or sell it to the nearest chump (figuratively speaking), since it can never be repaired (obviously I am using this for a point), but if you have level 50 +2 gear, you need a level 50 crafter to repair it for you. This gives a crafter a purpose in the game other than just making gil.

So, from the standpoint of the melee/magic jobs, you are correct. This seems (and for the most part is) useless to you. From the point of those of us who love to craft, this is the same as a conjurer having Cure spells. Or a gladiator having a shield. It's the reason we are here... (ok there are more reasons, but seriously, would you rather know someone who can make your gear, or someone who can keep your gear good).

So, yeah, the gil sink is an important part of the game, but no, this is not a grief thing, you are looking at it backwards. This is for the crafters, and sometimes when someone gets something good, someone else gets something bad...

And yes, I realize most crafters are worthless and will not give you the time of day... Can't help you with that. I know that if I can, and someone asks for a repair, I will do it (ussually, I will do it for whatever they offer... even if they ask for it for free... unless it's an expensive repair item, and I am supplying it).
#10 Dec 03 2010 at 4:35 PM Rating: Good
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Oh I absolutely agree that repairs should not be removed from the game, rfolkker.
I think my post made most assume i was DoW main, this isn't the case, my main is Armorcraft, and I spend way more time and resources leveling crafting classes.
I think the weapon degradation level needs an overhaul, that's all.
I can use my Raising Hammer for HOURS before it even gets close to needing a repair, and it's 6 ranks below my current rank.
However I switch to GLD and equip a perfect match weapon to my rank, and 30 minutes later I'm seeing the yellow icon already. And let me assure you, as a GLD I'm swinging that sword way less than my Armorer hammer in the same period of time. I don't have 10 abilities and shield attacks to use as an Armorer.
While I appreciate the input from the posters so far, and see the pros and cons put forth, I still feel weapon repair rates need serious tweaking.
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#11 Dec 03 2010 at 4:48 PM Rating: Excellent
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Restyoneck wrote:
I still feel weapon repair rates need serious tweaking.

I agree with you. Personally, I would like repairs to be something along the line of "once a week", and the primary function of repairs should be to reintroduce items to the market. Since the NPC only repairs to 75%, you need a real crafter to return an item to a sell-able state. Currently, you don't repair (from players) because you want to sell again, you repair from players because it'll last 5 extra minutes (and will save you money)

rfolkker wrote:
this builds off the first item. Long-term viability of crafters. There is a point in every game that leveling crafting becomes painful. Due to inflation, and a collection of high level jobs. It becomes a cost to level a craft.

There's some truth in there, but honestly, even without the repairs, the price of finished goods would fall regardless. To gain a single level of leatherworker, I once made over 50 dodoskin harnesses.

On a 2,000 player server, if every player who gets Leatherworker to 20 (let's say 10% of a server do it) make each 50 harnesses, that would still be about 10,000 harness to sell. There just isn't a market for all the produced goods, so there's even less room for items to be re-injected.

It gets worse when you start to need 400 synths to get a single level. Who's going to buy those 80,000 masks or subligars?
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#12 Dec 03 2010 at 5:50 PM Rating: Good
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It gets worse when you start to need 400 synths to get a single level. Who's going to buy those 80,000 masks or subligars?


Gridania could use those masks for purification rites at the rate they're going :D
#13 Dec 03 2010 at 6:13 PM Rating: Decent
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Docent42 wrote:
It gets worse when you start to need 400 synths to get a single level. Who's going to buy those 80,000 masks or subligars?


I find the NPC happily takes the items that don't sell, and they give me gil in return. I find I don't need to buy it if I can farm it, and I do a lot of farming/crafting/gathering.
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#14 Dec 03 2010 at 6:23 PM Rating: Good
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Staph wrote:
I find the NPC happily takes the items that don't sell, and they give me gil in return. I find I don't need to buy it if I can farm it, and I do a lot of farming/crafting/gathering.

NPC prices rarely covers the shard cost to make the gear, let alone the materials.

Sure, you can say "it didn't cost me a penny because I farmed my own crystals" but you could have made MORE money selling them. So basically, you lost potential money (crystal * market price) in exchange for skill ups (use up crystals, sell product at a loss), which some may still consider a fair trade (I sure do).

That doesn't help the "feel" that crafting makes you lose money, though, which was the argument above -- that repairs helped crafters make money once the market became saturated. Just look at the goldsmith market; people price the copper/brass ring so low (cheaper than the nugget cost, and then you have to factor the shard worth) that players most often just NPC their old rings and buy new ones rather than pay the exorbitant 1k repair fees (which is above the price of finished product on the market)

Edited, Dec 3rd 2010 7:24pm by Docent42
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