PlaneShift

  • Status Closed
  • Percent Complete
    0%
  • Task Type Feature Request
  • Category Rules → Game Balance
  • Assigned To
    Davide Vescovini
  • Operating System
  • Severity Medium
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes 6
  • Private
Attached to Project: PlaneShift
Opened by Hirene Penifur - 13.05.2013
Last edited by Davide Vescovini - 24.12.2014

FS#5997 - Repairing skills

I’ve started to learn weapon and armor repairing to test the skills.
I’ve spent 1 074 340 for kits and training prices and 3 500 000 on buying 1000 knives to reach at level 80 in weapon repairing.
I’ve spent 1 060 410 for kits and training prices and a lot of furs I bought or hunted and made leather armors from them to reach at level 83 in armor repairing.

When I’ve offered my services to the guild, they told me, nah, they don’t need it, it’s easier to make a new weapon and it gets better quality too :)

It seems, the prices of the repairing kits are just too high.
I suggest to lower them, just like it has happened to the Water Filled Buckets (from 140 tria to 10 tria).

When you were able to repair an item to maximum quality it was bad for the crafters.
But when the maximum quality has been set to max-2, and the weapons and armors got wearing down much slower, that made the repairing skills almost useless. Hard to find a balance.
I was thinking on what if a weapon repairing skill would be able to remove Ruined, Scruffy, Scuffed, Stained and Tattered properties from looted weapons?
That would make it a bit more useful and an intresting feature.

Also, I think it would worth to think about restoring the repairing skill back to be able to repair things to closer their maximum quality or even better, at least under a certain quality.
It’s realistic that a dull knife you gave to a smith could be get even better than it was.
It would make the repairing skills more useful and worth to train.

Let’s say you could be able (from a certain level in repairing) to repair items from 300 to 299.
To repair items under Q50 back to Q50.
And you would be able to repair Q50 items up to Q100 depending on your level in repairing. (enchanting repairing, to make an average item to better one).

Summary:
We would need to find something out to make repairing skills worthy.

Ideas:
- Lowering the prices of repairing kits to 10 tria.
- Weapon repairing skill would be able to remove Ruined, Scruffy, Scuffed, Stained and Tattered properties from looted weapons.
- By a certain rule you would be able to raise the quality of the items up to a certain quality only.
- Changing the quality loss per repairs from minimum 2 points to 1 point.

The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
6080 PlaneShift FS#6080 - List of crafting feature requests Low Davide Vescovini, Tuathanach
0%
Closed by  Davide Vescovini
24.12.2014 23:31
Reason for closing:  
Davide Vescovini commented on 13.05.2013 16:59

Changing to new and changing area.

Davide Vescovini commented on 11.01.2014 16:55

ability to remove negative modifiers was added in a previous update.

Davide Vescovini commented on 21.12.2014 19:21

We lowered the repairing kits prices from 100 to 40 trias, considering the training cost is no longer an issue (since it's no longer necessary to pay for training) this should address the last request.

nobody special commented on 22.12.2014 03:04

Repair kits are an abominable kludge. Realistically they would be a set of tools and a set of parts put together by the repairman. The tools would rarely need replacing and the parts would get used up gradually. This one kit – one repair just doesn't cut it. Field repairs would be a temporary improvised effort replacing a rivet with a bent nail or pin so the blade doesn't fall off or wrapping the handle with a leather string so it doesn't fall apart. Whetstones last for ages. A typical soldier would carry only spare parts for the equipment he uses and a small set of portable tools for the most likely repairs.

Davide Vescovini commented on 22.12.2014 09:13

Every game requires some amount of abstraction to make things playable and less cumbersome. Repair kits are our "abstraction layer" for weapon/armour repairs, they are required, for game balance, to represent a small expense for the materials used to repair.

nobody special commented on 22.12.2014 22:56

It is true what you say about abstraction and playability. Perhaps repair is a bit too simplistic though. I do not expect any big overhaul in the near term but perhaps some thought could be given to fleshing it out a bit. It might be a bit better once the kit price reduction actually hits the production server. It might be better if repair kits became craftable again, although through use of the repair skill and not as a failure of weaponmaking as it used to be. Then again that might properly be under the skill of tool making.

As it stands today you need to repair very damaged items of increasing quality to train efficiently. There just are not enough of them around and they are too hard to make. What might be best is if looted equipment started off damaged and had to be repaired. If you randomize the numerator and kept the denominator steady it would improve practice rates. It is not particularly realistic that the masterwork opal-encrusted dagger of blinding strike will be in perfect condition when you take it off your opponents corpse. If looted items ranged from one to fifty out of fifty quality [1…50]/50 there would be lots of practice to be had and lots of reason to practice so you can repair that million dollar hat back to 50/50 or as close as might be possible.

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