hood3311_ESO wrote: »Why not give the option to repair items with crafting supplies deconstructed from correlating armor types? Regardless, the decay rate should be lowered.
hood3311_ESO wrote: »Why not give the option to repair items with crafting supplies deconstructed from correlating armor types? Regardless, the decay rate should be lowered.
Crafters repairing makes sense but I'm wondering how that can work in practice. Clearly, armor decay is, and has always been, a money sink in MMOs. The mobs giveth (gold) and the mobs taketh away (damage). As @Darzil noted, the gold cash drops seem to pretty well match point for point against the damage incurred without any deaths.
With crafters doing the repairs, you aren't taking gold out of the system which leads to rapid inflation, which is an entry barrier for new players and can cause a lot of other issues, especially with endgame and crafting. MMO developers in previous games track gold in vs gold out very closely, i see no reason ZoS isn't doing the same.
So, perhaps allow crafters to repair using mats and reduced gold cost - this has the effect of still being a money sink as well as a materials sink, which is a good thing, and reduces the individual's perception of excessive repair costs.
hood3311_ESO wrote: »Why not give the option to repair items with crafting supplies deconstructed from correlating armor types? Regardless, the decay rate should be lowered.
MMO developers in previous games track gold in vs gold out very closely, i see no reason ZoS isn't doing the same.
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: »this is why i quit game testing.... i got tired of debating with the devs on design. i ended up yelling at the dev cuz he didnt fix the bugs since the third revision when i came on, the revision he put out was clearly chop-shopped, and was ignored. good timing too because the whole tester department got laid off that very morning lol. it truly was a 24-hour shift to remember....
tordr86b16_ESO wrote: »ahstin2001nub18_ESO wrote: »this is why i quit game testing.... i got tired of debating with the devs on design. i ended up yelling at the dev cuz he didnt fix the bugs since the third revision when i came on, the revision he put out was clearly chop-shopped, and was ignored. good timing too because the whole tester department got laid off that very morning lol. it truly was a 24-hour shift to remember....
Are developers that arrogant?
tordr86b16_ESO wrote: »ahstin2001nub18_ESO wrote: »this is why i quit game testing.... i got tired of debating with the devs on design. i ended up yelling at the dev cuz he didnt fix the bugs since the third revision when i came on, the revision he put out was clearly chop-shopped, and was ignored. good timing too because the whole tester department got laid off that very morning lol. it truly was a 24-hour shift to remember....
Are developers that arrogant?
starkerealm wrote: »MMO developers in previous games track gold in vs gold out very closely, i see no reason ZoS isn't doing the same.
That raises a disturbing possibility: That ZoS tasked decay to a semi-autonomous system that allocates deterioration (or adjusts decay rates) based on gold being generated in an area, and distributes it to players.
In theory it would put a cap on inflation. Unfortunately, we have bots. This might explain why spiking at higher levels roughly corresponded to bot infestations popping up, why it wasn't showing up at Vet levels until more recently, and why delves were showing an increased deterioration rate.
I seriously hope I'm mistaken about that, and as always, this is just speculation, I don't know how the system actually does work.
My latest reply from support, unfortunately I lack the energy to continue this fight.
<snipped>
I pray im wrong, I just don't think I am.
tordr86b16_ESO wrote: »
Are developers that arrogant?
One of my characters that I've halted playing while I work on other things is my blacksmith. I haven't had her do anything except decon items and craft a few pieces for guildies. The armor that she was wearing is now completely destroyed without fighting a single mob for several weeks (it wasn't pristine, but not destroyed when I stopped playing her).
My latest reply from support, unfortunately I lack the energy to continue this fight.
<snipped>
I pray im wrong, I just don't think I am.
hey Arwyn - hang in there! I actually think that is a positive sign, that this thread especially is being watched and concerns are being noted. I honestly think they are being supportive and actively listening to us here.
Take a breather from coming here for sure, i know I do every few days to let my temper subside a bit
My latest reply from support, unfortunately I lack the energy to continue this fight.
<snipped>
I pray im wrong, I just don't think I am.
hey Arwyn - hang in there! I actually think that is a positive sign, that this thread especially is being watched and concerns are being noted. I honestly think they are being supportive and actively listening to us here.
Take a breather from coming here for sure, i know I do every few days to let my temper subside a bit
Yeah I do need a break from this forums, surprisingly I only have 2 problems with the game, this and prov mats in vet areas, I love everything about it but fighting support all the time is killing my love.
I sense much beer in my future
tordr86b16_ESO wrote: »
Are developers that arrogant?
Game developers are people - and at this stage of release usually extremely tired, over-worked and over-stressed.