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Repair cost kill crafting of armor

Gilrael
Gilrael
I am sure that this has been said before but I wanted to write it just to ease my frustration...

While levelling, I didn't check repair cost, because new equipment was plenty and generally damage equipment was lower level, so replacing was easy. Also, when one particular piece was missing, I simply crafted it.

Now that I am VR3, I realised that armor is destroyed very quickly even when not dying! and believe me, except in dungeon, I die very little because I am very cautious, so it is quite frustrating.

The whole idea of high repair cost is, imo, only valid if it comes as a penality for death. I am an old EQ player, and I remember sometimes loosing level when dying (haa, the safety bubble), respawning naked miles away from your corpse (you had to loot yourself to get your equipment back). Your corpse was sometimes impossible to reach wityhout a full 6 men group and 2/3 hours to reach it, and if you were unlucky, loosing all your equipment because your corpse was only staying in the world for a limited amount of time. Corpse runs were fun! So don't take me wrong, I agree with high repair cost when dying, it is fair enough.

However, when not dying, you should not be penalised that much!

My forecast of what this impact on the game economy is that nobody will craft quality gear and sell it successfully because it will be destroyed too quickly. As a result repair cost will be huge for the buyer, or the cost of purple/yellow mats to craft replacement after each evening session will be unaffordable. The only yellow items that will have a market are the weapons because they don't suffer damage (up to now). Set items might have a small market but as green items only (maybe blue for the rich), but never as purple/yellow for the average player.

Also, there is a RP non-sense because a crafter can create an item but not repair it!

There are 3 options to improve that:

1) reduce by far the repair cost. (not my favorite solution)
2) the damage done only happens with death and decrease with the quality (which makes sense btw) so that a blue items is less subject to damage than a green, and ultimately, yellow items are never damaged. That would sustain the market, and push player to buy yellow items. (my favorite solution)
3) crafters could repair their own items with basic mats (not the "improve quality items), which would induce players to craft more.

Sorry if my thought have already been expressed somewhere else, but I also believe that only mass complains can have the devs move/listen because they never ever listen, even when sales of the games start to go down hill.



  • Chalybos
    Chalybos
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    It's been brought up before. But I agree with you, despite not having any toons end-game yet - altaholism is a b***h. I like your second suggestion, but really like the third. Want to save coin? Craft. Don't want to craft? Pay the man. Works for both play styles.
  • Daverios
    Daverios
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    I am on the other side of the fence.

    I think armor is too easy to fully repair. Weapons/armor should never always fully repair in a game so reliant on crafting. But no one has done this right since UO. Who else remembers going shopping and buying multiple sets to have ready or dropping your stuff in your 'stuff to be repaired' chest and grabbing new armor?
    Edited by Daverios on April 29, 2014 3:29PM
  • RylukShouja
    RylukShouja
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    Daverios wrote: »
    I am on the other side of the fence.

    I think armor is too easy to fully repair. Weapons/armor should never always fully repair in a game so reliant on crafting. But no one has done this right since UO. Who else remembers going shopping and buying multiple sets to have ready or dropping your stuff in your 'stuff to be repaired' chest and grabbing new armor?

    I kinda like this idea, actually. You don't even have to eliminate the gold sink; you could use an item like in Morrowind or Oblivion (i.e. "Repair hammers" and the equivalent for other crafts) that would be purchased with gold and used by crafters to repair. But gear would have to be made more durable...no one wants to spend time every two to three hours running around town looking for someone to repair gear who won't gouge you.
  • ayriennub17_ESO
    I personally like the third idea best. It keeps crafters relevant and would give us something different to do if on a very limited amount of time to play for a night.
  • TyrelionPrime
    I think crafters should be able to repair the items from their craft. Personally it feels a bit silly to be able to craft a perfectly fine armour piece yet if it gets damaged "oh no, I do not know how to fix this... What do I use this hammer for now?"
    The second solution you propose also sounds very logical, better quality items degrading less.
  • Viblo
    Viblo
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    There is a trait called sturdy for you that have an issue with repair costs. There is a reason it exist, if you don't want to take that trait in place of a different trait then stop complaining and pay.
  • Kangas
    Kangas
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    Never "repair all" ever ever.
    Never used repair kits.
    Only repair what you are using, not what you are keeping for research/decon.
    Look at what you can trade up to even temporarily instead of repairing.

    Notice that if you mouse over the item you are repairing at a merchant a nice panel comes up to compare what you are wearing so you can decide if you actually need to repair it?

    No, you don't see that panel becasue ZoS removed it at launch.

    So finally, /bug or /feedback ZoS to put back in that comparision panel. It's ridiculous to have to memorize what items you are wearing so you can repair just them rather than losing 1000 extra gold to hitting "repair all" (not an exaggeration for VR levels)
  • Tetujin
    Tetujin
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    That trait says it is just for decay on death. If it affects wear and tear decay then I guess it's more valuable than I thought.
  • Alpha_Protocol
    Alpha_Protocol
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    In Morrowind you could repair your own armor... it was an actual skill that you leveled. It's a shame that developers always feel the need to require armor repair as a money sink and not a skill in MMO's...
    Edited by Alpha_Protocol on April 29, 2014 5:21PM
  • Tetujin
    Tetujin
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    It can still be a money sink if it requires crafting materials to repair.
  • Chalybos
    Chalybos
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    It can still be a money sink if it requires crafting materials to repair.
    Not really, unless you have it also consume rare/uncommon components.
  • Demli
    Demli
    That money has to come out of the game somehow. If you're not paying the merchant for repairs, then they will find some other way to make you give it up... like wayshrine tolls based on distance travelled instead of free rides everywhere :open_mouth:
  • kasain
    kasain
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    If you can make it you can repair it. There should be no reason people cant repair armor they crafted. Crafting only to build something is somewhat pointless.
  • kasain
    kasain
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    Demli wrote: »
    That money has to come out of the game somehow. If you're not paying the merchant for repairs, then they will find some other way to make you give it up... like wayshrine tolls based on distance travelled instead of free rides everywhere :open_mouth:


    I don't mind paying, nor do I mind paying for upkeep on a horse. But if I invest in crafting. My gold, my time, and I make something. I should be bale to repair it.


    As for horse, or shrines to travel, they all provide a service so its ok to pay. The game can have other things to buy in the future, but repair is wrong if your a crafter. Especially atm when players must use /stuck. Every day I use this 10-20 times. So knowing that I don't even repair, knowing the game will make me kill myself and cost armor. If I was to repair it myself then fine.
  • clocksstoppe
    clocksstoppe
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    it already works like this, green lasts longer than white etc
  • Gillysan
    Gillysan
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    Daverios wrote: »
    I am on the other side of the fence.

    I think armor is too easy to fully repair. Weapons/armor should never always fully repair in a game so reliant on crafting. But no one has done this right since UO. Who else remembers going shopping and buying multiple sets to have ready or dropping your stuff in your 'stuff to be repaired' chest and grabbing new armor?
    Actually it has been done right and even better. EVE Online has an excellent system.

    Repair mechanic in this game is annoying. Why do you take damage for just walking around? I can understand combat but this system is lame. I could even understand perma breaking gear if it didn't happen too quickly.

    Totally agree with crafters being able to repair themselves in some fashion. Make repair hammers or just have that ability. Let it use materials like ingots or cloth.

    Things in your bags take damage?
    Edited by Gillysan on April 29, 2014 8:16PM
  • huntgod_ESO
    huntgod_ESO
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    Items in the bag should not be taking damage, it is strictly equipped items.
    --- HuntGod ---
    Officer of the Unrepentant
    www.unrepentantgaming.com
  • Moonchilde
    Moonchilde
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    Even with a very small amount of education, you will realize that decent armor does not degrade outside of combat. It takes a very long time for straps and padding to ware out, and rust/corrosion takes years. For rust to actually compromise the function of an armor, it would have to sit unattended for an extremely long time. Also.. why the hell should substances like daedric have any decay rate at all?

    Gear that hasn't been in battle should never lose its quality over the span of hours or even weeks, that is completely ridiculous. It's a game mechanic that forces players to seek and spend money (play time) but it is actually self-sabotage, because things like this will drive players to buy gold, which Zos is fighting against ( I think?)
    Edited by Moonchilde on April 29, 2014 8:49PM
  • Gillysan
    Gillysan
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  • joshisanonymous
    joshisanonymous
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    I'm fine with gear decaying just from use. It seems arbitrary to say that only death should hurt your gear. However, if the rate of decay is too high, which honestly can't be based on just personal experience, then maybe it should be adjusted. Apparently, according to Gillysan's link, this is the case.

    I also like your third idea. It does make sense for crafter to be able to repair using materials. In a way, this would act as a "material sink" maybe. I mean, materials can just be vendored of course, but, most likely, low level materials will end up being so numerous after 6 months or so that it would be almost silly to gather them instead of just buying them.
    Fedrals: PC / NA / EP / NB

  • zibanitu
    zibanitu
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    I'm already at the point where I'll replace my own gear when it's damaged - I'd rather put the cash towards bag space, and I get plenty of material to make it when I'm in the field. Admittedly, this will be less than optimal when it comes to high end gear - you can't just easily make Legendary gear, after all.

    But I might start keeping a GOOD set of gear for end game content, and a standard set for general running around. I'll find out when I get there, since I'm not at Veteran levels yet.
  • schroed360
    schroed360
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    kasain wrote: »
    Demli wrote: »
    That money has to come out of the game somehow. If you're not paying the merchant for repairs, then they will find some other way to make you give it up... like wayshrine tolls based on distance travelled instead of free rides everywhere :open_mouth:
    .


    I don't mind paying, nor do I mind paying for upkeep on a horse. But if I invest in crafting. My gold, my time, and I make something. I should be bale to repair it.


    As for horse, or shrines to travel, they all provide a service so its ok to pay. The game can have other things to buy in the future, but repair is wrong if your a crafter. Especially
    atm when players must use /stuck. Every day I use this 10-20 times. So knowing that I don't even repair, knowing the game will make me kill myself and cost armor. If I was to repair it myself then fine.
    I may be wrong but before a /stuck i remove my gear and i believe that my stuff did not get penalities ....
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