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
L2R = learn to read
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!
How I love corporate speak (nothing against you in person, you are probably required to formulate it that way). 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.
Anchors are bad place to start if you want to compare gold a player can generate vs repair costs. This is because they aren't there for their great loot or even their general adventuring xp. They are there to advance your Fighters Guild rank. Hit K and hover the mouse over the Fighter Guild rank bar at the top of that window. The tool tip explains it.Salmonleap wrote: »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.
Therein lies the issue. A repair bill of 250g is no big deal if you can get 200g-300g from a Dolmen or a dungeon, but 50x loot for repairs is silly. Heck even 5x loot for repairs is silly. Ideally, a character should net a small profit from the garbage loot that drops off regular mobs. Even if it's just slightly more than enough to pay for repairs and consumables. Regular landscape questing and dungeon delving should be a profitable venture. Otherwise why would anyone bother to be an adventurer?
Repair costs exist for a reason, many reasons, let's not take isolated cases and blow them out of proportion, and forget that the majority are not encountering issue.
Learn to Think
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
Anchors are bad place to start if you want to compare gold a player can generate vs repair costs. This is because they aren't there for their great loot or even their general adventuring xp. They are there to advance your Fighters Guild rank. Hit K and hover the mouse over the Fighter Guild rank bar at the top of that window. The tool tip explains it.
The information on the damage you take from fighting there is still relevant to figure out how gear damage is working.
No. As you haven't bothered to read any of the evidence in this thread your comment is the exact opposite of a valid and informed opinion. But by all means: continue making yourself look like a fool.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
L2R = learn to read
Regarding the opening post and the reason the thread was made in the first place, by comment still stands as a valid and informed opinion.
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I think one of the biggest people need to answer is do they actively group
Guldendraak wrote: »I think one of the biggest people need to answer is do they actively group
Here is the thing... People have commented on whether they were grouped or solo. People have provided clear examples via testing. Did you read through all previous 12 pages or just decide to jump in and tell us to "L2P noobs"?
This is reminding me of the Trashed Bank Slot saga... Some people (myself included) got hit by it but we had to put up with so many people telling us to get over it or it didn't exist, simply because they hadn't been affected by it.
So back to your comment... If I'm playing solo (not grouped), go to town, repair to 100%, leave town and use a Way Shrine (no combat takes place and I'm still at 100% durability) and after the loading screen (again no combat takes place), find myself at 97% durability (using durameter and visually confirming that my shoulders were no longer at 100%), How does that work? Is this working as intended or does it sound like a bug to you?
Guldendraak wrote: »
starkerealm wrote: »If you're right, and the increased deterioration is intended behavior, to counter the goldsellers, I'm done. When it was a soft penalty for death, I was fine with that. But, as a penalty for going out and doing quests? If I'm just going to get punished for playing the game, why am I playing it?
Counter goldsellers? No. Rather it makes buying gold more and more attractive as the pitifull gold drops are eaten by repairs. Somebody asked what use is gold in this game. Now we know, and it reminds me of a tinfoilhat post speculating on link between goldsellers and the company.
vasdrakken wrote: »I've got another twist to this I got xp from crafting and all my gear was almost down to zero when I spent a couple hours crafting... I was not in combat.
What buffs did you have on? Just wondering if there is something like certain buffs that some of us have on that are making us count as in combat when we aren't for durability impact?vasdrakken wrote: »I've got another twist to this I got xp from crafting and all my gear was almost down to zero when I spent a couple hours crafting... I was not in combat.
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!
Yep. I just did questing with sorc light armor, didnt die once and when I checked gear it was at minimum and repair bill was, well as said above around 800 gold.
Dekkameron wrote: »Do you still get the passive benefits from armour pieces even if they're completely broken? If so then perhaps it might be best to just wear broken armour and use jewerlly to gain armour points instead as that can't be reduced.