You guys need to lower durability on repaired items till they break

No, they need to get rid of repairs completely. It’s a waste of our time and mostly our money to have to keep repairing everything constantly. This has to be the number one reason I’m so broke all the time. I like to push what I’m capable of soloing to get better, and what do we get for it? Punished.

1 Like

I like your thinking and I think that each time you repair something the normal way it should work how you are saying.

However, there should be repair kits (NOT the ones we have now), that are made by the same crafting skill that could of made the item that would repair the item back to 100% of its starting durability. This repair kit would need to take 5% of the mats that were needed to craft the item in the first place, and the SAME kind of mats. So if to craft the item you needed 20 legendary of some type of crafting mats then to make this repair kit you would need 5 of the same legendary mats.

This would allow people to keep items they wanted but still create a need for new mats to be farmed and give work to the same kind of crafter.

Agree.
I soloed the portal guard in shattered mountain twice. It’s a 35+min fight for a tank and both fights cost me about 450 coin, separate from the food and regen potions.
Two fights for almost half a grand.
I failed the first one cause he ice skated me and got me stuck behind a rock :worried:
All these drains and micro managements of resources and currencies are very, very annoying.

1 Like

It’s almost as terrible as the initial idea. No, please.
Crafting makes a ton of money and you won’t be reaching the point where people don’t buy your legendary crafted items with perfect perks anytime soon.

1 Like

While the way the OP presented it is a bit brutal, i think he has a valid point.

A mmo with strong focus on crafting and player-based economy must have a sink for crafted items (but no, this doesn’t have to be implemented in an extreme punishing way… there is no need to permanently destroy your hard acquired axe and all its perks :wink: )

Usually, games with that ambition reach that goal by either having items degrade and require regular repairs using similar grade items.
Or by having some way to use already crafted items to craft better items.

Mmo that don’t do that usually have a crafting systems only benefiting the crafter himself… with a painful grind of making useless items until max level is reached… and a non working player economy…

Sadly, without any change, that’s the way we’re currently taking…

Wrong.
Look at Guild Wars 2; not only can I literally sell everything short of quest rewards without even going to town, and not only can I sell items I craft, and not only can I convert that gold into the real money currency, but it literally all sells.

Why do people insist on making false claims to push this narrative that we need to make the grind in this game even worse?
It won’t kill the economy. It has never killed the economy in other games. It does not make crafting only reward the crafter. Stop it.

1 Like

NO! That would be a very disturbing change. Would make getting good gear useless.

You mean Guild Wars 2 ? The mmofamous for its player-based economy and crafting focused gameplay ? :slight_smile:
Come on, be serious :slight_smile:

I am serious.
I can craft and it sells. I can find it and it sells. Which means people are buying it.
And none of it has this absolute garbage idea of breakable gear.

Sorry that Guild Wars 2 poke a large hole in your theory of ‘No one would buy it’, but you can’t ignore it just because it makes you wrong. :man_shrugging:

My solution is to loose max durability each repair say loose 10% each time however you can use any crafted item of the same type(So sword for swords)/tier to replenish that max back to normal on any gear so effectively voidbent plate gear can be replenished by ori plate armor for example. This would keep a market for all crafted gear while not removing gear that takes a long time to get.
we need item decay in some way to keep crafters relevant for the game otherwise once everyone got say an ori mining pick they never gonna need a new one so tool makers are no pointless for example same thing with all professions that dont have consumables like cooking/arcana

Well kinda, that’s usually how it goes.
If you make a starmetal great ace and it breaks you should need another starmetal great ace to fix it

You are comparing with a game with a non-player driven economy, where crafting is absolutely marginal with a game with a strong focus on crafting… with millions of items collected and crafted d each day, full of crafters flooding the market… The proportion of number of sellers vs number of buyers, along with the number of produced items by the sellers matters.

That’s not the only way to implement item sink btw. Just one of them.

And yet crated items in a 9 year old game where ‘crafting is marginal’ still has my items selling within minutes.
Which pokes even bigger holes in the ‘We need trash breaking mechanics because economy!’ theory.

This game does not need ‘item sinks’ when it has a massive ‘player sink’ going on with the exploits, cheating, lack of punishments, and lack of content.

The only people who want an ‘item sink’ are hardcore ‘I want everything to suck because then I feel like a MAN!’ players who assume it should be shoved down on everyone else, too.

1 Like

While I don’t think permanent breakage should be an option I do wish they would turn up the amount of damage done to gear.

I have been out adventuring and hunting for hours with only the slightest need for repair.

The only exception to this has been during Expeditions. Then I have to repair about halfway through.

No. There’s already people pointing out that they make less gold than they spend in repairs. Why make it worse?

1 Like

I can’t even afford the repairs right now on my dead ass server. How in 9 hells am I supposed to afford buying or making a new one every time I turn around?

This game taxes the hell out of you while companies who own towns can just splurge at will. Not everyone can have a company owned town. A good many of us don’t play with 20 other people where loot and goods come easy.

1 Like

good gahd I hope I don’t get merged with a server like that.

Nah, they’re trying to sell that but apart from dupers nobody walks around with 500k, not if they play the game normally.
Point is, this guy is moaning how his stuff won’t be selling, when the odds of crafting a really good item are very very low. This means that what they craft will have a lot of value.
Don’t make the game anymore tedious.

Repairing gear in a game where we have the concept of magic is pretty stupid to me. I’m smelting metal from the stars but ten hits from an expedition boss and I have to pay 38coin to repair it? Lame.
Can’t join your friends for pvp from first light to great cleave because you didn’t plan your limited time ahead to farm azoth (this is to the thick headed tryhards who farm all their azoth collecting hemp or just “playing the game”)? Lame.
Can’t sell more than 100 things at a time. Lame. But wait, you can’t sell more than 100 of the same item either, it needs it’s own separate sale. Lame.
But I won’t sell it now, I’ll store it into my storage shed which I also have to micro manage. Lame

I think we have enough things to grind in this game starting with getting to 60, then all skills to 200 then watermark and god knows what. We’re spending gold on absolutely everything because apparently paying taxes in a game is a fun mechanic. The last thing I want to do is for my gear to constantly break because it somehow makes the game immersive for some.

2 Likes