ZOS_GinaBruno wrote: »Hey there, everyone. We're looking into this now, and will let you know if this system is working as designed as soon as we can. Thanks!
......................etc........................... We as players care little whether it works as designed. What we have been saying for pages is that the way items actually decay is too high; by a factor of 5-10 is my personal estimate from experience of how fast items get damaged in other MMOs. If that is by design, then we ask for the design itself to be modified.
......................etc........................... We as players care little whether it works as designed. What we have been saying for pages is that the way items actually decay is too high; by a factor of 5-10 is my personal estimate from experience of how fast items get damaged in other MMOs. If that is by design, then we ask for the design itself to be modified.
Sorry but I don’t want decay to be changed, else it will be just to dam easy to make even more gold IF decay was reduces by factors of 5 or 10 which are ludicrous values.
Its strikes me the free lunch brigade who like to group to get extra XP and level faster from grinding etc don’t like that there lunch is not quite so free as it first appeared, neither is the fact that if you level faster you potentially have the same net damage in a shorter period of time which is a higher cost per 1h of real time play vs. people who don’t group and get less XP thus level slower.
sparkatusub17_ESO wrote: »I'm a level 42 DK S&S heavy armor user and my most expensive repair bill was 731. And that time I was questing and then dungeon, died a couple of times.
I have a friend that a crafted one set of armor for him, 2 levels later he asks me to make again and then I asked him why. He said that is cheaper to craft the armor again then to fix it, because his repair bills was always like 1k-2k.
I only use gear that I craft. Maybe your own crafted gear decays slower, I don't know...
dannuckb14_ESO wrote: »ZOS_GinaBruno wrote: »Hey there, everyone. We're looking into this now, and will let you know if this system is working as designed as soon as we can. Thanks!
@ZOS_GinaBruno , this can't be working as intended, and I have a great example you can give to your tech guys:
The other night I was running Volenfell with a group. I got a couple new pieces of gear, so I stayed in the instance playing around with them and my current gear to see how "overcharged" it made my magicka pool. The tank had been really good, so I barely took any hits, and I know for a fact that nothing I was wearing was that damaged, especially since I was playing around with it and looking at the stats on it (you can easily see when those bars are empty and the armor numbers show up in red).
Then, I ported to town because I needed to sell and clear my inventory. Went to a vendor, sold my stuff, and clicked on the repair button. I like to repair anything that's reached below 40% durability. 3 of my items were now at 0%, including one that I had just gotten from the instance and that I had equipped right before porting out. There was no combat between me equipping it and going to town.
This cannot be working as intended. It wasn't just a display bug, either. I was losing stats because of it, and repairing fixed that issue.
ZOS_GinaBruno wrote: »Hey there, everyone. We're looking into this now, and will let you know if this system is working as designed as soon as we can. Thanks!
Sorry but I don’t want decay to be changed, else it will be just to dam easy to make even more gold IF decay was reduces by factors of 5 or 10 which are ludicrous values.
Its strikes me the free lunch brigade who like to group to get extra XP and level faster from grinding etc don’t like that there lunch is not quite so free as it first appeared, neither is the fact that if you level faster you potentially have the same net damage in a shorter period of time which is a higher cost per 1h of real time play vs. people who don’t group and get less XP thus level slower.
ZOS_GinaBruno wrote: »Hey there, everyone. We're looking into this now, and will let you know if this system is working as designed as soon as we can. Thanks!
ct12yyyeb17_ESO wrote: »ZOS_GinaBruno wrote: »Hey there, everyone. We're looking into this now, and will let you know if this system is working as designed as soon as we can. Thanks!
So you guys got no idea how much a simple thing like repairing should cost at some random min/max lvls like lvl10 white gear and VR10 purple gear ?
Did you ever play this game or you just look at forum and copy-paste some templates?
Who are those guys at CS ??
ZOS_GinaBruno wrote: »Hey there, everyone. We're looking into this now, and will let you know if this system is working as designed as soon as we can. Thanks!
I went back and repeated my Dolmen test. Level 10 Templar in full level 10 Greens (drops, not crafted), 5 heavy, 2 Light, 1h+shield. Started fully repaired. I completed one Dolmen (level 12 mobs) with a lot of other players involved. Tried not to taunt anything this time, just dps. I took very little damage and I didn't die. Once the Dolmen was completed I returned immediately to town and found 11 points of durability loss for a total of 79g repairs.
aipex8_ESO wrote: »Sorry but I don’t want decay to be changed, else it will be just to dam easy to make even more gold IF decay was reduces by factors of 5 or 10 which are ludicrous values.
Its strikes me the free lunch brigade who like to group to get extra XP and level faster from grinding etc don’t like that there lunch is not quite so free as it first appeared, neither is the fact that if you level faster you potentially have the same net damage in a shorter period of time which is a higher cost per 1h of real time play vs. people who don’t group and get less XP thus level slower.
It's not that we want a "free lunch," like I said in an earlier post, make repairs a gold sink but do it like this: lvl 10: repair 5% damage to gear = 100 gold. lvl 50: repair 5% damage to gear = 500 gold. Instead, it appears what they have done is lvl 10: fight one mob your gear goes down 1%. lvl 50: fight one mob your gear goes down 10%.
I don't mind paying a repair bill, what I do mind is getting 1/2 way through 1 quest and having no armor rating, or delving one dungeon and knowing by the time I get to the boss I'll have no armor (even if I haven't died) and probably will get wiped by him.
Look if you aren't going to read through some of the pages keep your poorly made opinions to yourself. There are very specific examples of people here paying really high repair costs with math included. Also examples of people paying next to nothing. Also examples here of people not doing any combat and even taking damage in towns. Also suggestions on what add-on to use to track this.I read page one, and some of the last page, so, what I'm about to say, has probably been said..
What the hell? I wear 7 pieces of light armor and utilize and aoe bar that requires me to be in the middle of a mob, I'm vet 8 - My repair costs are fine, and few and far between - Block, dodge, don't die. Learn to play. The game would suck hard if it was easier, the money sink needs to exist for the economy, and it teaches you to be a better player. Where are the downsides?
Besides, 1-50 you shouldn't be repairing gear all that much anyway. Levels go by quickly and you find armor everywhere, it's not like you need anything specific at this point. It only really becomes imperative at vet levels that you're built completely properly.
Silly Billies
On my level 16 Templar, did two Dolmens (lowest level one and level 15), with other people. Two handed, mostly green/white armour, 3 heavy, 2 light, 2 medium. 250g repair cost. Got one drop and around 5-6 gold.
I read page one, and some of the last page, so, what I'm about to say, has probably been said..
What the hell? I wear 7 pieces of light armor and utilize and aoe bar that requires me to be in the middle of a mob, I'm vet 8 - My repair costs are fine, and few and far between - Block, dodge, don't die. Learn to play.