ahstin2001nub18_ESO wrote: »did another test rotation this time with a public dungeon boss filling 34 slots. repairs cost 303g after vendoring whites and below and doing my trade skill rotation. total earned after repairs 250g.
my abilities left to right on the action bar.
swap 1-dual wield: 1 single target, one aoe, one self buff DS, short range single target, and soul trap
swap 2- sword and board: 2 single target abilities, 1 aoe, 1 short range single target, 1 long range pull ability (chain whip/sword&board charge)
only about a 10g repair bill difference, so i guess mob types are out of the equation?
ahstin2001nub18_ESO wrote: »
i would say the biggest reason the game lacks an economy is because its one of the purest forms of capitalism (quests arent there forever). im probably one of the few that would argue forms of socialism in the beginning and capitalism in the end. the quests could be argued the "socialism" aspect of the game economy, but the farming/crafting/grinding is the capitalist side of the economy. i completely agree that this issue with gear repairs is essentially a very high tax and negates one entire aspect of the economy (questing vs grinding). extreme taxes lead to extreme poverty, in that it grinds the system as a whole to a snails pace. if you lose 50% of your income (which seems to be a trend for those not bugged) and you quested for it, you lose that part of the game. if you grind and lose half of that then theres no point to it. this leads to a weak and slow moving economy, that right now depends on repairs more than anything else, so those that have money wont spend money, and those that dont, wont earn money because those with money wont spend their money.
i see a major issue, and i typically would tell people to "learn to farm," but this is quite ridiculous all the way around.
That's a great way of thinking about it. SWTOR (I know I keep going back to it, but I love the game and the way the current dev team interacts with the players) produced a chart of credit levels in the game, i.e. how many players had how much money, as there was a perception that there was too much flying around and it was causing inflation. I would love to see a similar chart for ESO, as I think we'd see an interesting tale of the super-rich vs the living-hand-to-mouth.
I had a repair bill for 3400 for lvl 50 green. I dont even bother. I would rather keep the gold.
@starkerealm - not going to get into a debate here about SWTOR, as we clearly have vastly different views about it and I'm pretty sure we'll never see the other's side
EdonilTebaun wrote: »Nope, no other MMO has tried to pull such a punishing decay mechanic afaik. They really need to tone this down a lot, and make the game more friendly to normal players.
Obviously you never played WoW before Burning Crusade came out. Melee and tanks especially were constantly scrounging for coin to make repairs because dropped coin was miserable and vendor trash sold for little. The current decay rates and the cost of them definitely reminds me of WoW and I'm not sure if that or what we have in ESO is worse.
Fortunately, my guild only ran MC on weekends. But I had to spend the rest of the week in pretty basic armor farming for anything I could get my hands on to repair my armor for the next raid. Not exactly fond memories.
Im gonna keep posting this until any ZOS come back to tell us again this is working as intended because fighting and advancing your character by questing (xp) both are supposed to produce gear decay.
It was of course a hardcore dialectical fight between me and the banker relating the total lack of useful subcategories in some of the guildstore item types and the ghost items in the bank.
Im happy some people are ok with paying 75% of their total questing/grinding income in bill repairs, but it has came to the place where Im having to pay like 200% the income I do while questing/grinding, and now, also for talking to the banker in a town.
I'd support a play naked day, just to raise awareness that paying 1k/hour or more, or paying gold just to fight, or paying gold to walk around the game world, or paying gold to quest, is "working as intended" from Zenimax's perspective.starkerealm wrote: »Honestly, my apathy's getting to a point where it's hard to log in. I suspect the only real way to deal with this is just going to be to leave. Between this and the bots, anyway. Maybe resub in six months, when they have their "welcome back guys... please, we're so lonely here" promotion. But... I'm honestly losing faith that we can have any affect on the devs. I'm holding out for the 1.1 to see if they actually fix the issues, but I'm more than a little worried.maybe we need more ingame naked boycotting
oxygen_boarderb16_ESO wrote: »EdonilTebaun wrote: »Nope, no other MMO has tried to pull such a punishing decay mechanic afaik. They really need to tone this down a lot, and make the game more friendly to normal players.
Obviously you never played WoW before Burning Crusade came out. Melee and tanks especially were constantly scrounging for coin to make repairs because dropped coin was miserable and vendor trash sold for little. The current decay rates and the cost of them definitely reminds me of WoW and I'm not sure if that or what we have in ESO is worse.
Fortunately, my guild only ran MC on weekends. But I had to spend the rest of the week in pretty basic armor farming for anything I could get my hands on to repair my armor for the next raid. Not exactly fond memories.
You could also tack on the cost of consumables, enchants or whatever. Progressions was always a big time loss in terms of indivuIm gonna keep posting this until any ZOS come back to tell us again this is working as intended because fighting and advancing your character by questing (xp) both are supposed to produce gear decay.
It was of course a hardcore dialectical fight between me and the banker relating the total lack of useful subcategories in some of the guildstore item types and the ghost items in the bank.
Im happy some people are ok with paying 75% of their total questing/grinding income in bill repairs, but it has came to the place where Im having to pay like 200% the income I do while questing/grinding, and now, also for talking to the banker in a town.
How'd you make 8grand with all the repair costs. Somehow I thought this was causing everyone to run negative values. Odd, that you can post profits?????
Maybe a lot of this is just subjective reasoning on what you feel is a viable repair costs. The image shows nothing of value other then your gear is damaged, there is nothing here to lead me to believe that you didn't have damaged gear prior to engaging the banker.
CrimsonThomas wrote: »Ten minutes of grinding Worm Cult mobs. Ten. Minutes. I was hit maybe fifteen times in that whole time period. Also worth noting, I blocked every single attack landed on me.
All of my gear was at 0% durability. In ten minutes, I had a lovely 1395 gold fee to repair all of my gear.
Zenimax, your gear decay system, "working as intended" or not, is a broken, horrible, anti-player system.
I can't wait for the broken pre-alpha release of Craglorn...Not even the VR10 players will be able to foot their constant repair bills.
Do you want to effectively combat gold farming and gold selling, Zenimax? Maybe you should reevaluate this system, and determine if it truly is "working as intended."
Knottypine wrote: »Probably mentioned it before... is intended also supposed to mean that my secondary shield that I don't use once also decays?
Knottypine wrote: »Probably mentioned it before... is intended also supposed to mean that my secondary shield that I don't use once also decays?
I think at this point we're just lucky they don't get annoyed with us and make it so all the stuff we're carrying in our bags also decays...
At least clarify it. Is it a death penalty or playing the game penalty?
I am curious what was tested in the closed beta. I don't understand why bugs like this or exploits from some vampire skills weren't fixed before release.