Blackwolfe5 wrote: »There are so many great suggestion, insights and discussions in this thread. The devs would be fools to not consider alot of the things we have said (aside from the bugs).
I noticed something two days ago, was running along a river in deshaan and killed the occasional mudcrab. I only got 10 xp for each of those mudcrabs it seems, but only seemed to take durability damage from half of them, no matter if they dropped anything or not. They were the same level as me, so what made them different?
It boggles the mind to see @Arwyn confirm that it is not damage but XP that incurs durability damage and no official response to it.
Maverick827 wrote: »This system really is a joke.
I went to farm some gold in various dungeons in Coldharbor/Cyrodil. I was getting around 1k/20 minutes just because the repair cost ate into more than half of my profits.
So I thought "well, I'll go to a lower level zone. Sure, the gain will be lower, but at least I won't be taking equipment damage." I guess if you don't get XP from a mob, then they won't drop loot. But if you do get XP, then your gear breaks at an alarming rate, and the costs almost negate the entire farming session.
So you decide to impose the harshest gold sinks for basic functionality in the past decade+ of MMO gaming and you don't even let us farm gold at a decent pace to be able to afford those gold sinks? I'm starting to think you guys want us to buy gold.
I will not be keeping my subscription if things continue in this fashion. I'll come back when you go free to play and I can avoid these train wreck decisions.
Fact - Group related situations are causing increased decay (acknowledged by ZoS and is being fixed per PTS patch notes.
Knottypine wrote: »Suggestion:
'Sturdy' currently has a % chance to avoid decay, what if it was changed to a % of slower decay rate all the time?
Well either ZOS fixes repair costs or we're all going to have to buy from the gold sellers just to keep up with the costs of repairs. Especially with Craglorn right around the corner. Who's going to be able to afford to raid except for crafters? I know that I won't be able to since I get to around 40k gold and have to waste it on more bank/bp slots.
starkerealm wrote: »Fact - Group related situations are causing increased decay (acknowledged by ZoS and is being fixed per PTS patch notes.
"Group related situations" might include areas where there are other players, even if they're not in a formal group. It might explain why there are sharp increases when dealing with Dolmens.
What's causing the issue are intended, bad design choices.Well either ZOS fixes repair costs or we're all going to have to buy from the gold sellers just to keep up with the costs of repairs. Especially with Craglorn right around the corner. Who's going to be able to afford to raid except for crafters? I know that I won't be able to since I get to around 40k gold and have to waste it on more bank/bp slots.
Please at least attempt to read the thread before commenting....No, we are not "all going to have to buy from gold sellers" because we don't all have this issue. I don't, I make a ton of cash just regular playing with hardly vendoring any drops at all. I'm here trying to help the impacted players figure out what is causing the issue for them so we can all enjoy the game. These kind of chicken little posts add nothing.
Maverick827 wrote: »What's causing the issue are intended, bad design choices.Well either ZOS fixes repair costs or we're all going to have to buy from the gold sellers just to keep up with the costs of repairs. Especially with Craglorn right around the corner. Who's going to be able to afford to raid except for crafters? I know that I won't be able to since I get to around 40k gold and have to waste it on more bank/bp slots.
Please at least attempt to read the thread before commenting....No, we are not "all going to have to buy from gold sellers" because we don't all have this issue. I don't, I make a ton of cash just regular playing with hardly vendoring any drops at all. I'm here trying to help the impacted players figure out what is causing the issue for them so we can all enjoy the game. These kind of chicken little posts add nothing.
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!
You're arguing semantics. Capable of giving XP = capable of giving loot. Veteran levels muck this up a bit, but in general we're talking about the same thing.Maverick827 wrote: »What's causing the issue are intended, bad design choices.Well either ZOS fixes repair costs or we're all going to have to buy from the gold sellers just to keep up with the costs of repairs. Especially with Craglorn right around the corner. Who's going to be able to afford to raid except for crafters? I know that I won't be able to since I get to around 40k gold and have to waste it on more bank/bp slots.
Please at least attempt to read the thread before commenting....No, we are not "all going to have to buy from gold sellers" because we don't all have this issue. I don't, I make a ton of cash just regular playing with hardly vendoring any drops at all. I'm here trying to help the impacted players figure out what is causing the issue for them so we can all enjoy the game. These kind of chicken little posts add nothing.
No, they aren't - there are bugs, as those of us actually contributing to this thread (instead of just bandwagon jumping) have proven. I'll explain as simply as possible;
The design is that you will suffer item decay when you engage in combat with any mob capable of dropping loot for your level. That's it. It's been tested up, down and sideways. It's not XP based, as proven back on page 20 or so, although it seems that way for almost all cases. And its not based on being hit, because that makes it fair - I don't give a damn what's 'realistic' in this case, as a melee player and often tank I'm sick to death of footing the repair bill in other games while everyone gets off scott free. This is an even handed system for all players....but
The problem is that SOME people are being hit by edge cases in group settings especially but sometimes alone (although maybe related in some way to group buffs) that's causing their costs to be far higher than the design.
From page 14: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!
Several days have passed. Have you determined if it is working as intended?
ZOS_GinaBruno wrote: »After thoroughly testing the armor decay system, we found that everything is working as it was designed. However, we did find that there were a small number of cases that may be generating more decay than was originally intended, and we will continue to investigate those situations. We’ve also seen your feedback and do agree with you that the durability was too severe under some conditions, such as while you’re playing in a group, and are testing these changes on the PTS now.
Maverick827 wrote: »You're arguing semantics. Capable of giving XP = capable of giving loot. Veteran levels muck this up a bit, but in general we're talking about the same thing...regardless. 80% of my income should not go towards repairing.
It IS a ridiculous taxation rate given all this.Yeah, but considering each quest reward at veteran ranges from 150-300g it's pretty annoying to see that in the hour it takes you to do enough to earn 1k gold via quests you are paying 600g in repairs.
And considering deconstructing is the main way to level crafting, and crafting isn't profitable until you can start crafting 6+ trait set legendary armor, this is a ridiculous gold sink on top of respec costs.