Although this suggestion has been made many times, I wish to bring it up again , together with reasons why it should be implemented.
This suggests the ability to repair a damaged item, without the loss of quality.
Currently if you repair something you can either
A) Lose quality, and state remains the same [Fail]
or
B) Lose quality, and state increases by one.
That said, this makes repairing very very useless. I don't think anyone will pay for an Average breand new X more than a Good Slightly Scraped X.
So the suggestion is to allow the following.
A) Quality remains same, and state increases by 1
B) Quality remains same, and state remains same [Small Fail]
C) Quality remains same, and state goes down by 1 [Fail]
If there's a clause, that to try to repair, you must have skill equal or higher than that to make it originally, I don't think this will ruin the economy, for the following reasons:
1) To make a suit of armor requires a TON of metal and leather, and let me be honest, I don't like collecting either (and nobody sells them -_-).
2) The smith can ask for payment to repair, netting himself some money.
3) Given that the smith can repair your Nice Armor, it implies that he is skilled enough to make an armor better than that Nice Armor, so you can still upgrade if you wanted to.
Please Discuss.
Repairs
Moderator: Gamemasters
The intension of decreasing durability and quality is to produce a permanent need of new goods.
To implement a need of raw materials to repair items could be a good step to argue, that quality can stay with some chance during a raise of the durability (state).
But i have the belief, that such step would need a radical change of the crafter scripts without much changes in view of the players (except of the ability to can repair).
In general i dislike the idea of repairing the durability without a quality loose. But okay, like wrote a need of ressources can comensate it... But a moderate rate of loose should stay...
Furthermore I see a theoretical problem in the player behavior. I see it with my own chars. I have my personal supporters and crafters, without to change them... If we need high skill to repair an item, what will be the benefit for "newbies"? If i can let repair my armor, i never will need a new one, so that i limit the market for newbies much more.
To implement a need of raw materials to repair items could be a good step to argue, that quality can stay with some chance during a raise of the durability (state).
But i have the belief, that such step would need a radical change of the crafter scripts without much changes in view of the players (except of the ability to can repair).
In general i dislike the idea of repairing the durability without a quality loose. But okay, like wrote a need of ressources can comensate it... But a moderate rate of loose should stay...
Furthermore I see a theoretical problem in the player behavior. I see it with my own chars. I have my personal supporters and crafters, without to change them... If we need high skill to repair an item, what will be the benefit for "newbies"? If i can let repair my armor, i never will need a new one, so that i limit the market for newbies much more.
That if they want their armor repaired, they can go to a smith who will take MUCH LESS coppers than what they would need to have it made from scratch, since (as my suggestion requests) you don't need to pay for the resources as well.Lennier wrote:If we need high skill to repair an item, what will be the benefit for "newbies"? If i can let repair my armor, i never will need a new one, so that i limit the market for newbies much more.
And I don't think that will limit the market at all. If I am using say platemail armor, then the smith who can repair it would be able to make the next best armor, (say nightplate)
So if i want BETTER armor, i can pay 10 silvers for a better armor. if I want my old armor repaired, I can pay (say) 1 silver for its repair, I won't need to pay 5 times as much because of the resources. So I can afford the next best thing much faster.
Hope you're understanding my point.
- Pellandria
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How about we combine the use of materials with newbie crafter.
We could use "leather" or "metall" parts, handles or armorplates, that can be created at an early stage, to repair certaint items.
maybe you could even create other items, that oncrease the chance of reapiring different things, so saying that you replace an armor plate in an armour has a 70% chance to increase its durability, while using leather straps might only have a 50% chance, so depending on what you work on you can choose several kinds of items you can repair another item with.
So for example you got a sword, you can either replace the handle(carpenter) or buy a "sharpening stone" from a miner.
This way even crafter that might not have the best job now can create items for other crafter to repair their stuff.
We could use "leather" or "metall" parts, handles or armorplates, that can be created at an early stage, to repair certaint items.
maybe you could even create other items, that oncrease the chance of reapiring different things, so saying that you replace an armor plate in an armour has a 70% chance to increase its durability, while using leather straps might only have a 50% chance, so depending on what you work on you can choose several kinds of items you can repair another item with.
So for example you got a sword, you can either replace the handle(carpenter) or buy a "sharpening stone" from a miner.
This way even crafter that might not have the best job now can create items for other crafter to repair their stuff.
- Achae Eanstray
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I agree, as of now repairs are not needed these are the issues:
1. Finding someone to repair the item, we talk of time versus continueing on with the activity, and getting in game to meet that someone.
2. Less Crafters just skilling in that certain activity so can repair it themselves.
3.Time.... even though costs more it is a LOT more convenient just to buy new.
The only way it would be worth it is the repair could even possibly make the same as buying new, and you would need more skill to do repairs. Increasing the price of new hurts mainly new chars.
1. Finding someone to repair the item, we talk of time versus continueing on with the activity, and getting in game to meet that someone.
2. Less Crafters just skilling in that certain activity so can repair it themselves.
3.Time.... even though costs more it is a LOT more convenient just to buy new.
The only way it would be worth it is the repair could even possibly make the same as buying new, and you would need more skill to do repairs. Increasing the price of new hurts mainly new chars.
There is one very very large flaw with that.Pellandria wrote:How about we combine the use of materials with newbie crafter.
We could use "leather" or "metall" parts, handles or armorplates, that can be created at an early stage, to repair certaint items.
maybe you could even create other items, that oncrease the chance of reapiring different things, so saying that you replace an armor plate in an armour has a 70% chance to increase its durability, while using leather straps might only have a 50% chance, so depending on what you work on you can choose several kinds of items you can repair another item with.
So for example you got a sword, you can either replace the handle(carpenter) or buy a "sharpening stone" from a miner.
This way even crafter that might not have the best job now can create items for other crafter to repair their stuff.
If I'm a high level smith, who skills once every week because of the immensly slow skilling at higher levels, and I need to get handles to repair, then I'll become a carpenter if i can get there in a few days.
Naah, I think how I described it is best.
ADDED: the only way (IMHO) to help new crafters, is to make easy items increase quality very quickly. So buying a helmet from a newbie or a pro is the same thing. Instead of the newbies making only 'bad' and 'average' while only the pro can make excellent.
My smith can't even make excellent helmets -_-
- Achae Eanstray
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Another aspect to look at..... it takes two saws to cut about 250 logs into boards, time wise that is one meal for the char, a little much to even attempt to get a "good" tool repaired. It is just much easier to buy. Right now they are akin to "throw-away" tools. Instead of increasing the time ridiculously, try "engraving" good tools in a chars name or something similar and increase the time they would need repairing. This allows others to find someone to repair and allows a char to actually enjoy/like working with one particular tool.