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Self-Repair: Lemme Fix It! (Repair system)

Soloeus
Soloeus
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I want to be able to repair my own equipment. Repair should be a function of the relevant crafting. It should be tied to the skill that enables use of the material. I could live with that. I could even live with the repair costing actual materials.

Example:

Oh no! My Spidersilk robe is 50%. I crafted it with 12 Spidersilk. I have it enchanted with purple. White<Green<Blue<Purple.

50% of 12 is 6.

6 Spidersilk per quality level: 24 Spidersilk. Per item.

I could live with that. That would add serious value to crafting.

Example:

Oh no! My Spidersilk robe is 0%. I crafted it with 12 Spidersilk. I have it enchanted with purple. White<Green<Blue<Purple.

100% of 12 is 12.

12 Spidersilk per quality level: 48 Spidersilk. Per item.

There are what, Helm/Robe/Legs/Gloves/Boots/Mantle/Belt?

Multiply the per item by 7 and you can see that repairing a full set in example 1 costs 144 spidersilk.

Example 2 has a cost of 288 silk per outfit. That is pricy; and about equal to the current costs of repair in gold value. However, being able to repair 3-4 pieces from harvested material will help offset the costs and give value to the spidersilk.

This would mean that repairing is part of the crafting skill and not a gold sink. You should be able to repair any item you can craft. This system would add value to the Crafting Skill, and maintain a cost. It would also add value to acquiring the Spidersilk. Placing a perk to make items out of Hickory means being able to craft or repair Hickory items.

On a final note... Do not have repair cost the actual Honning Stone/Dwarven Oil etc. That would destroy the purpose by pricing the cost of personal repair way above NPC repair.

Edited by Soloeus on May 5, 2014 3:55PM

Within; Without.
  • zeuseason
    zeuseason
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    I love the idea and it's been mentioned numerous times on the forums.

    This should be implemented sooner rather than later.
  • snowmanflvb14_ESO
    snowmanflvb14_ESO
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    that however would remove the gold sink that is there to help the economy.
    Magic is impressive but now Minsc leads SWORDS FOR EVERYONE!!
  • zeuseason
    zeuseason
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    that however would remove the gold sink that is there to help the economy.

    Nope....it would just become a gold sink for materials for repairs. Same gold sink, just redirected and might be a little less considering the cost of repairs are sick.

  • Soloeus
    Soloeus
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    This would not remove the gold sink, it would change the dynamic. Spidersilk as a requirement to repair Spidersilk equipment using the formula I defined, you can see there is still a cost.

    The cost can be averted with repairs; which requires its own investment of perks, and acquisition of materials. Instead of collecting spidersilk to craft more garbage robes, you collect it to repair your equipment you crafted.

    This has a cost, opportunity; more people will want crafting mats and harvesting them gains value. Having the crafting perk to work with gear gains value. The whole point of this, is that everything gains value.

    And it doesn't remove the gold sink because you still have to "sink" but now you have a choice. You can sink gold at the NPC, you can sink gold into mats on the guild, you can sink perks+time into harvesting. You will choose which sink you pay.

    Within; Without.
  • Soloeus
    Soloeus
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    This post needs to be viewed more, not thrown into the abyss.

    Within; Without.
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