Update 41 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

PTS Update 41 - Feedback Thread for Unified Repair Kits

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for unified Repair Kits. Specific feedback that the team is looking for includes the following:
  • Do you feel this was a reasonable change?
  • Does everything make sense as to how things now work?
  • Was there anything you feel could be further improved?
  • Did you notice if there are any items we may have missed?
  • Do you have any other general feedback?
Edited by ZOS_GinaBruno on January 30, 2024 3:18PM
Gina Bruno
Senior Community Manager
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Staff Post
  • Destai
    Destai
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    I think it's a step in the right direction, and would welcome the change as-is.

    However, I think it could go one step further and just be a memento-esque item that has "charges". You'd have two "mementos", one for cyrodiil and gear. It saves inventory space and increases the value of the "tools" menu where the antiquities tool is stored.
  • Masteroshi430
    Masteroshi430
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    @Masteroshi430 PC/EU (old French guy playing in English & addon author/maintainer) My addons
    Deshaan Honeydew Hors D'Oeuvre <<< FIX THAT TYPO GODDAMMIT!
  • Taggund
    Taggund
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    Currently, I keep door, wall, and siege repair kits as quick slot items. This will give me two slots on my bar for other things, so a welcome change.

  • Tiphis
    Tiphis
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    A very welcome change. Frees up slots for more types of siege or potions.
  • UNSeki
    UNSeki
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    Awesome. I can't imagine someone being against it.
  • Jsmalls
    Jsmalls
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    Very welcome QOL change. Thanks.
  • Billium813
    Billium813
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    I am totally split on whether I like this QoL change or not

    On one hand, I TOTALLY get the annoyance of having 4 different repair items. Both limited quick slots AND inventory slots. I myself have hated having to carry both Keep Door AND Keep Wall repair kits! Also, Siege Repair Kits are just useless.

    But on the other hand, I'm sad about losing the immersion element. I liked the idea of multiple items. There was a RP/Immersion element to having different items in the game world.

    In the long run, it's a good change. Just sad to concede a bit of the game world.
  • Billium813
    Billium813
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    I'm not quite sure why we will have separate Bridge and Milegate Repair Kits and Cyrodiil Repair Kits still though.

    4hnjbzf4ka6m.png
    nvqd1lupnn9x.png

    Cyrodiil Repair Kits will repair 5000 damage to Milegates, but Bridge and Milegate Repair Kits will repair 8000 damage to Milegates and Bridges? So, the only difference is repairing Bridges?

    I'd recommend either:
    1. Add Bridge repair to Cyrodiil Repair Kits and just remove Bridge and Milegate Repair Kits from the game
    2. Or, Remove Milegate repair from Cyrodiil Repair Kits.
  • Ilsabet
    Ilsabet
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    I don't have any issues with the changes themselves. I think it'll be beneficial to streamline repair kits for the sake of inventory and quickslot wheel space.

    However, I see that on PTS the preexisting Cyro repair kits have not been converted to the new all-in-one type as I would have expected. (Similarly, while my grand repair kits are now equipment repair kits, my petty repair kits are still petty.)

    Any chance these items could be automatically converted, like we got with jewelry upgrade materials?

    Also, it seems strange that bridge/milegate repairs are not included and continue to be a separate item.

    Also, I appreciate that the new Cyrodiil repair kits stack to 200 rather than 100. This would be an appreciated change for the older kit types if they can't be converted.
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  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    I would also like to see the old kits converted!
    Billium813 wrote: »
    Also, Siege Repair Kits are just useless.

    Not useless, I usually recommend these to newbies so they don’t have to cart around eight different types of siege until they get a good idea of what to use where and when but can still contribute. But the new ones will be more versatile, of course
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works

    Whitestrake’s Mayhem PSA: While battling through the Imperial City, don’t forget you can return to base quickly by queuing for a Cyrodiil campaign, then queuing back to IC!
  • acastanza_ESO
    acastanza_ESO
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    Billium813 wrote: »
    I'm not quite sure why we will have separate Bridge and Milegate Repair Kits and Cyrodiil Repair Kits still though.

    4hnjbzf4ka6m.png
    nvqd1lupnn9x.png

    Cyrodiil Repair Kits will repair 5000 damage to Milegates, but Bridge and Milegate Repair Kits will repair 8000 damage to Milegates and Bridges? So, the only difference is repairing Bridges?

    I'd recommend either:
    1. Add Bridge repair to Cyrodiil Repair Kits and just remove Bridge and Milegate Repair Kits from the game
    2. Or, Remove Milegate repair from Cyrodiil Repair Kits.

    I suspect that accidentally leaving in the Bridge kits is just an oversight, but considering the cost of the new kits is the same as the bridge kits (and an increase over the old door kits) the numbers definitely should be brought up to match the old bridge kits. And to account for the cost increase, should probably be bumped up a bit for Doors.
  • Billium813
    Billium813
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    Billium813 wrote: »
    I'm not quite sure why we will have separate Bridge and Milegate Repair Kits and Cyrodiil Repair Kits still though.

    4hnjbzf4ka6m.png
    nvqd1lupnn9x.png

    Cyrodiil Repair Kits will repair 5000 damage to Milegates, but Bridge and Milegate Repair Kits will repair 8000 damage to Milegates and Bridges? So, the only difference is repairing Bridges?

    I'd recommend either:
    1. Add Bridge repair to Cyrodiil Repair Kits and just remove Bridge and Milegate Repair Kits from the game
    2. Or, Remove Milegate repair from Cyrodiil Repair Kits.

    I suspect that accidentally leaving in the Bridge kits is just an oversight, but considering the cost of the new kits is the same as the bridge kits (and an increase over the old door kits) the numbers definitely should be brought up to match the old bridge kits. And to account for the cost increase, should probably be bumped up a bit for Doors.

    At the very least, they need to add Bridge repair to the tool tip for Cyrodiil Repair Kits. It DOES repair bridges, but the tool tip doesn't say it does.
  • AScarlato
    AScarlato
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    Love changes like these, as this game already has so many different items and I don't think these kits as is added much flavor that anyone would really miss them.

    More worried about potion or food consolidation which I feel has more flavor than repair kits.
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    Billium813 wrote: »
    At the very least, they need to add Bridge repair to the tool tip for Cyrodiil Repair Kits. It DOES repair bridges, but the tool tip doesn't say it does.

    I think they’re counting the bridges as milegates, but spelling it out won’t hurt anything.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works

    Whitestrake’s Mayhem PSA: While battling through the Imperial City, don’t forget you can return to base quickly by queuing for a Cyrodiil campaign, then queuing back to IC!
  • acastanza_ESO
    acastanza_ESO
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    Just wanted to reiterated how bad an idea it is to not convert the old kits, this patch is coming out right on the heels of mayhem where a bunch of the old kits are getting distributed then immediately they're being discontinued saddling people with a bunch of inventory garbage when the only thing we want to do is to dump the old kits to get our inventory space back by using the new kits.
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