Maverick827 wrote: »I'm a professional software developer and I have no idea what you just said.
If the high repair costs were due to anything but intended design, then ZOS would have caught it in their testing. If it wasn't intended for your gear to be almost entirely broken after an hour or two of questing with no deaths, and if it wasn't intended for the cost to repair that damage to equal about as much as you earned, then they would have caught it.
But they said it was "working as intended."
A bug that causes unintended item decay in fringe cases doesn't matter when a lot of us feel like repair costs are too expensive in all cases. Whether or not ZOS cares (they don't) is another matter.
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.
ahstin2001nub18_ESO wrote: »...you could receive damage on quest turn ins, which is thankfully not the case. so knowing its not quest experience leads you to look at mob experience.
starkerealm wrote: »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?
It actually does that already.
Maverick827 wrote: »I'm a professional software developer and I have no idea what you just said.
If the high repair costs were due to anything but intended design, then ZOS would have caught it in their testing. If it wasn't intended for your gear to be almost entirely broken after an hour or two of questing with no deaths, and if it wasn't intended for the cost to repair that damage to equal about as much as you earned, then they would have caught it.
But they said it was "working as intended."
A bug that causes unintended item decay in fringe cases doesn't matter when a lot of us feel like repair costs are too expensive in all cases. Whether or not ZOS cares (they don't) is another matter.
Software development isn't really like that, but that's not important because this has nothing to do with coding. This is design. Someone decided that repair costs would be this inhibiting.ahstin2001nub18_ESO wrote: »Maverick827 wrote: »I'm a professional software developer and I have no idea what you just said.
If the high repair costs were due to anything but intended design, then ZOS would have caught it in their testing. If it wasn't intended for your gear to be almost entirely broken after an hour or two of questing with no deaths, and if it wasn't intended for the cost to repair that damage to equal about as much as you earned, then they would have caught it.
But they said it was "working as intended."
A bug that causes unintended item decay in fringe cases doesn't matter when a lot of us feel like repair costs are too expensive in all cases. Whether or not ZOS cares (they don't) is another matter.
because for me the are not high, thats the bug or "bug." from my eyes people say after 1 hour of game play they receive 1k-1.5k repairs where as i see 200-400 over the same amount of time.
as far as you being a software developer, i dont care. i am a woodworker but i wouldnt tell a chip carver how to chip carve since i am a furniture maker- we both work wood but both work in a different expertise. as far as understanding, unless you are more specific theres no where to go with that.
What is "buckets" of money?traigusb14_ESO2 wrote: »Yeah,that's why I'm still calling bug on this as well.
I'm just not seeing massive repair costs, and I'm making buckets of money. Either all these people are bugged, or I am (and I hope it isn't me).
I have seen some spooky damage happening rarely, but my normal everyday repairs are about 1/3 of most people complaining here.
Maverick827 wrote: »Software development isn't really like that, but that's not important because this has nothing to do with coding. This is design. Someone decided that repair costs would be this inhibiting.ahstin2001nub18_ESO wrote: »Maverick827 wrote: »I'm a professional software developer and I have no idea what you just said.
If the high repair costs were due to anything but intended design, then ZOS would have caught it in their testing. If it wasn't intended for your gear to be almost entirely broken after an hour or two of questing with no deaths, and if it wasn't intended for the cost to repair that damage to equal about as much as you earned, then they would have caught it.
But they said it was "working as intended."
A bug that causes unintended item decay in fringe cases doesn't matter when a lot of us feel like repair costs are too expensive in all cases. Whether or not ZOS cares (they don't) is another matter.
because for me the are not high, thats the bug or "bug." from my eyes people say after 1 hour of game play they receive 1k-1.5k repairs where as i see 200-400 over the same amount of time.
as far as you being a software developer, i dont care. i am a woodworker but i wouldnt tell a chip carver how to chip carve since i am a furniture maker- we both work wood but both work in a different expertise. as far as understanding, unless you are more specific theres no where to go with that.What is "buckets" of money?traigusb14_ESO2 wrote: »Yeah,that's why I'm still calling bug on this as well.
I'm just not seeing massive repair costs, and I'm making buckets of money. Either all these people are bugged, or I am (and I hope it isn't me).
I have seen some spooky damage happening rarely, but my normal everyday repairs are about 1/3 of most people complaining here.
Knottypine wrote: »starkerealm wrote: »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?
It actually does that already.
I was unaware of that... I interpret "% chance to avoid decay" as in it might avoid decay sometimes. And with a RNG it's more of an average, and the unlucky players gear might still decay normally. Could be wrong.
Maverick827 wrote: »You're missing the point. The overall amount of equipment decay is intended. Apparently in a small number of cases there is unintended decay, but for the most part, what we're seeing now is what the developers think is a good for the game.
There is some disagreement on that point.
SunfireKnight86 wrote: »It started happening to me when I hit VR10. I went, did some quests, didn't die once, and went from full repaired to everything broken in maybe 2 hours. 3k repair bill.
This is clearly not working as intended, as it didn't start for me until today. Up until now I could fight for a day and die several times without literally every single piece of gear being totally broken.
<snipped>
Long story short, if you are not a crafter, and are just enjoying the game in a casual way, questing and leveling, you will not have much money because of these stupid repair bills. Sure, some people will be fine, but many will (and are) not.
I've seen an awful lot of naked people lately......If this is as intended by Zenimax, as they have stated, I really think they need to rethink it. I've never, in 13+ year of playing MMO's seen such a stupidly implemented gear decay system. Really, this takes the cake!
ahstin2001nub18_ESO wrote: »update:just did a solo farm run focused on level 46 mobs:
26 slots filled in 20 minutes
total gold earned from vendoring all white and below items and cash drops 742g
repair cost 269g
total earned after repairs 473g
that is about the norm for me.
That's very likely. You take a 1-2% hit on a random piece of armour each time you help kill a normal monster (higher on harder monsters, just a chance of loss on lower monsters - there is a threshold when several players do the kill below which you don't get the loss, or get any loot), but your income when ungrouped like that is reduced according to how many helped kill the monster. I think healing when ungrouped 'helps' kill monsters. Death penalty seems to be of the order of 1-2% on each piece of armour, plus 8-10% on one piece. Around level 40 with level 40 armour the gold drops from humanoids exactly balance the gold cost of repairs (3-4g), so against humanoids you profit due to drops. Against non-humanoids I've never had enough drops to break even. Questing is profitable, however.ahstin2001nub18_ESO wrote: »@starkerealm thats what i was thinking. thats how i know something shaky is going on. i was talking to my wife who plays a templar healer, she was saying that her repairs are really high, and has a real hard time keeping a positive cash flow. i have no abilities that benefit anyone but me, where as she has heals that splash anything/everything in the area. formal or informal groups or just someone standing by may be a big contributor
ahstin2001nub18_ESO wrote: »Quick question - do you group a lot (either formally or informally)- do group dungeons, dolmens, tend to do solo dungeons with other people around? There are acknowledged edge cases with grouping that are being addressed in patch 1.1, so that may help both of you if so.
not intending to answer this for the player you posed the question for, but i do group. the wife and i quest in our group only, there are a few problems with fully answering the question, but ill answer for myself what i can. i do recall my gear fully breaking often when we grouped on non-grey quests. now that they have mostly gone grey, i havent noticed any breakage, however this last weekend i had a 96g repair bill for me, doing level 30 quests at VR1. i only currently wear white, crafted gear, and a blue (i think its blue) helm and shield, both are drops (i sword and board in groups).
being behind in quests and having not finished the main storyline (dont tell me how it ends), i dont even know what dolmens is.
i do solo dungeons a lot.... a LOT (cries). sometimes there are people sometimes there arent. but NEVER seen more than 400g repairs without having died. this also applies to outside of dungeons in the "world" environment. typically takes an hour to 40 minutes to fill my inventory on level 45-46 mobs.
edit: i play a DK with no group beneficial spells/effects currently.
update:just did a solo farm run focused on level 46 mobs:
26 slots filled in 20 minutes
total gold earned from vendoring all white and below items and cash drops 742g
repair cost 269g
total earned after repairs 473g
that is about the norm for me.
starkerealm wrote: »
Though, I'm just guessing here.