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.