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Am I overthinking weapon repairs?Follow

#52 Dec 31 2010 at 6:29 PM Rating: Good
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88 posts
They could omit the repair system all together for all I care.

I don't mean that to make crafters feel useless. But, I feel the current repair system really can ruin the flow of the game.


Instead of repairs crafters could put enhancements on the weapons. Maybe such enhancements that increase the durability of a weapon and or add status effects.

NPCs repair to full for all classed. But at a fair price that would make the enhancements more attractive.

There's always balance issues with the economy and the 'need' that effects each class.
I agree the system needs to be fixed or even omitted.

Either way though I do want to be a solutions that fair to all classes.
I don't want to ruin the game for anyone I just want it to be a better game.
#53 Jan 01 2011 at 9:22 AM Rating: Decent
7 posts
One big problem with the NPC repair is that you can't use it to repair your item for resale since items have to be at 100% to sell.
#54 Jan 01 2011 at 3:12 PM Rating: Good
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1,636 posts
I think its just one too many things they did to keep crafting a long term viability, and not having each crafter end up at cap and only making high end items when they get the rare mats to do so. But like I said, its one thing too many.
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#55 Jan 01 2011 at 11:08 PM Rating: Good
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11,539 posts
On one hand, I wouldn't necessarily be opposed to repairs if it was possible for NPCs to repair items without restrictions.

On the other hand, if there was no benefit to using a player to repair versus an NPC then there would be little incentive to do so. It's also rather inconvenient that repairs require materials.

Overall, the whole system just seems like more of an inconvenience with no benefit to it to everyone but the person doing the repair.
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#56 Jan 02 2011 at 12:46 AM Rating: Good
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Would be cool if there was a crafter repair bonus that added to the stats and effectiveness.
#57 Jan 02 2011 at 11:46 AM Rating: Good
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11,539 posts
zhinse wrote:
Would be cool if there was a crafter repair bonus that added to the stats and effectiveness.


If an NPC could repair the item to 100% costing only gil and a player could repair the item with a bonus (e.g. 110% durability or +Attack or +MP or something) depending on material, that would be nice. Similar to WoW's enchant system, except that we'll say an item has to be repaired by a player (yourself or someone else) from 75% or less durability, and the item used to repair it affects the bonus.

More Examples:

Repairing a sword with Wooden Grip gives +1 acc
Repairing a sword with Leather Grip gives +2 acc
Repairing a sword with Bronze Ingot gives +2 atk
Repairing a sword with Iron Ingot gives +5 atk
Repairing a robe with Cotton Cloth gives +2 INT
Repairing a robe with Silk Cloth gives +4 INT

...or something like that. Obviously the item would only have the last bonus applied to it (not stack bonuses). Repairing at an NPC would erase the item bonus (to keep player repair beneficial, rather than a "once and done" thing).

I think a system like that for repairs from players, combined with the option for a player or NPC to repair the item with no materials for no bonus (just a gil cost if done at NPC) would be a solid, unique system.
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#58 Jan 02 2011 at 2:05 PM Rating: Decent
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322 posts
Aurelius wrote:
What a load of garbage. I don't repair for other people outside of my LS. You don't need to force people to interact around game mechanics in order for them to be able to be social in an MMO. If you think that's necessary, that's fine, but you're wrong. People will interact via LS or friends lists or whatever if and when they want to interact. You may PREFER to be forced to interact but that's your thing. You don't then get to make the ridiculous connection that if you don't force people to interact they won't.


Whether or not you agree, my opinion is that this was intended when the feature was added into the game. I don't think it was added entirely because of social interaction (I also think it was so crafters could have an additional source of sustainable income) but I do believe it was talked about before implementation.

Plus, interacting with strangers who may soon become friends or allies in a huge open world is a little different to interacting with people you've already established relationships with. I view meeting and making new friends wherever possible a very important feature in an MMO and not just hanging with the clique you may already have established for yourself. Thats part of adventure isn't it? Meeting allies you may never have met before because of certain circumstances outside of your control, its the same way a lot of friends are made in the real world.

The amount of times i've made friends in an MMO I might not have made previously because i've been forced to do something with others (running dungeons, doing harder quests, buying weapons or materials) I cannot count on two hands and I don't think it is something we should be protesting against. This is simply another avenue with the same goal and I applaud SE for thinking outside of the box in this situation.

Convenience above all else is something this generation has become attuned towards though and I don't blame anyone who can't see the logic in what i'm trying to convey, I'm just saying the reasons are there although won't make sense to everybody.

Edited, Jan 2nd 2011 3:08pm by tylerbee
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