PDA

View Full Version : Keep the repair system in VG!


Shade Maelstorm
03-22-2007, 07:49 PM
Hi,

I love the repair system in VG cause,

-It helps players to respect their weapons and armor.

-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

-It keeps the crafting community alive. Atm the market of VG goods will still glut soon with oversupply, but at least items decaying is a start. If we wanted to really be good to the economy, we would set a fixed number of repairs on each item, after which they break. Wow has item decay, but not item permanent break and its market is flooded with oversupply right now.

-It also helps the adventuring sphere, cause hey, not all items sold on the VG AH are player made, a good half or more currently are adventurer gained, from mobs. So if VG market oversupplied, from no items and money exiting, regardless of where the oversupply comes from, crafting or adventurer loot, the economy will still fail.

So Brad, pls keep the repair system in VG as it will help the mmo economy continuing in the years to come.

Cheers

Mael. Rogue. Tharridon. aka Shade Maelstorm

Check out Vanguard wiki on www.vgoracle.com --- Newbie Guide to harvesting online ---

Axel
03-22-2007, 07:51 PM
Hi,

I love the repair system in VG cause,

-It helps players to respect their weapons and armor.

-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

-It keeps the crafting community alive. Atm the market of VG goods will still glut soon with oversupply, but at least items decaying is a start. If we wanted to really be good to the economy, we would set a fixed number of repairs on each item, after which they break. Wow has item decay, but not item permanent break and its market is flooded with oversupply right now.

-It also helps the adventuring sphere, cause hey, not all items sold on the VG AH are player made, a good half or more currently are adventurer gained, from mobs. So if VG market oversupplied, from no items and money exiting, regardless of where the oversupply comes from, crafting or adventurer loot, the economy will still fail.

So Brad, pls keep the repair system in VG as it will help the mmo economy continuing in the years to come.

Cheers

Mael. Rogue. Tharridon. aka Shade Maelstorm


No

Dulcina
03-22-2007, 07:53 PM
WoW flooded with oversupply? That one was funny :D

Btw, I disagree with you 100%.

GruntyThrst
03-22-2007, 07:54 PM
Hi,

I love the repair system in VG cause,

-It helps players to respect their weapons and armor.

-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

-It keeps the crafting community alive. Atm the market of VG goods will still glut soon with oversupply, but at least items decaying is a start. If we wanted to really be good to the economy, we would set a fixed number of repairs on each item, after which they break. Wow has item decay, but not item permanent break and its market is flooded with oversupply right now.

-It also helps the adventuring sphere, cause hey, not all items sold on the VG AH are player made, a good half or more currently are adventurer gained, from mobs. So if VG market oversupplied, from no items and money exiting, regardless of where the oversupply comes from, crafting or adventurer loot, the economy will still fail.

So Brad, pls keep the repair system in VG as it will help the mmo economy continuing in the years to come.

Cheers

Mael. Rogue. Tharridon. aka Shade Maelstorm

Check out Vanguard wiki on www.vgoracle.com --- Newbie Guide to harvesting online ---

Do you have an alt on a PvE server? It's much worse there, you lose durability every hit, whereas on Tharridon, we only lose when we die IIRC.

It may need to be tweaked, but keep it as it is on PvP servers, if not make it higher.

Oneleg
03-22-2007, 07:56 PM
No. OP is an idiot.

Isobel
03-22-2007, 07:59 PM
No. OP is an idiot.

The OP is more than correct. The item decay system should remain with possible a few tweaks to make it more balanced betweren casters and non-casters.

Moocow
03-22-2007, 08:01 PM
Burn in hell, you piece of crap.

- 20 DK

Shade Maelstorm
03-22-2007, 08:02 PM
Do you have an alt on a PvE server? It's much worse there, you lose durability every hit, whereas on Tharridon, we only lose when we die IIRC.

It may need to be tweaked, but keep it as it is on PvP servers, if not make it higher.

Grunty,

I play on Tharridon and the decay rate is slow enough that I basically dont need to repair for ages unless I die. When I die, I take a big durability hit which is fair. In wow, when a player dies, their durability hit is 10%.

Mael. Rogue. Tharridon

www.vgoracle.com --- Check out the harvesting guide now ---

GruntyThrst
03-22-2007, 08:05 PM
Hi,

I love the repair system in VG cause,

-It helps players to respect their weapons and armor.

-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

-It keeps the crafting community alive. Atm the market of VG goods will still glut soon with oversupply, but at least items decaying is a start. If we wanted to really be good to the economy, we would set a fixed number of repairs on each item, after which they break. Wow has item decay, but not item permanent break and its market is flooded with oversupply right now.

-It also helps the adventuring sphere, cause hey, not all items sold on the VG AH are player made, a good half or more currently are adventurer gained, from mobs. So if VG market oversupplied, from no items and money exiting, regardless of where the oversupply comes from, crafting or adventurer loot, the economy will still fail.

So Brad, pls keep the repair system in VG as it will help the mmo economy continuing in the years to come.

Cheers

Mael. Rogue. Tharridon. aka Shade Maelstorm

Check out Vanguard wiki on www.vgoracle.com --- Newbie Guide to harvesting online ---

Grunty,

I play on Tharridon and the decay rate is slow enough that I basically dont need to repair for ages unless I die. When I die, I take a big durability hit which is fair. In wow, when a player dies, their durability hit is 10%.

Mael. Rogue. Tharridon

www.vgoracle.com --- Check out the harvesting guide now ---

Correct, but on the PvE servers, it decays with every hit. We're talking full repairs after a few quests, and it east the money out of a player wallet faster than you can say "Smurf"

Dulcina
03-22-2007, 08:07 PM
Grunty,

I play on Tharridon and the decay rate is slow enough that I basically dont need to repair for ages unless I die. When I die, I take a big durability hit which is fair. In wow, when a player dies, their durability hit is 10%.

Mael. Rogue. Tharridon

www.vgoracle.com --- Check out the harvesting guide now ---

In WoW you also earn more from questing/grinding than you do in VG and the repair costs aren't significantly higher for tanks (although it is slightly higher). You don't lose XP when you die in WoW.

Shade Maelstorm
03-22-2007, 08:12 PM
Correct, but on the PvE servers, it decays with every hit. We're talking full repairs after a few quests, and it east the money out of a player wallet faster than you can say "Smurf"

Well then Grunty, perhaps it should be lessened a little, are u a caster or noncaster?

Mael. Rogue. Tharridon. aka Shade Maelstorm

www.vgoracle.com Vanguard wiki, with harvesting guide!

Kubol
03-22-2007, 08:14 PM
Item decay should be thrown out like the original plans for Vanguard had it.

GruntyThrst
03-22-2007, 08:14 PM
Well then Grunty, perhaps it should be lessened a little, are u a caster or noncaster?

Mael. Rogue. Tharridon. aka Shade Maelstorm

www.vgoracle.com Vanguard wiki, with harvesting guide!

Eh? I'm a BM on Tharridon, I'm just basing this on what I've read and heard from friend on PvE servers.

Frankly, it may not be enough penalty on PvP.

malachai
03-23-2007, 01:03 AM
This thing costs me 50s per 3-4 hours of grinding. It's just too much.

Obviously, if you are not a tank and all your gear is green you won't care or support this system.

budd101
03-23-2007, 01:12 AM
I think the cost of repair should be lowered but not removed. It makes dungeon runs more interesting. Often if you know you are going to spend a few hours crawling through a dungeon you will bring a backup set (my tank brings about 3 sets of armor) so you can swap out without having to go repair. We generally start the dungeon with our "ok" set of armor and weapons and then when it breaks we are deep into the dungeon fighting much harder mobs and we switch into our better sets.

Vryce
03-23-2007, 01:14 AM
Either finish and fix the current half-assed implementation or throw it out. Considering the workload of the Sigil staff, I vote for throwing it out.

Shawnsan
03-23-2007, 01:28 AM
Only a non tank could want this to stay and I see the OP is..

I say boo and take it out.. love the tanks..

Isobel
03-23-2007, 02:08 AM
Only a non tank could want this to stay and I see the OP is..

I say boo and take it out.. love the tanks..

That's not the only choice. I understand that the current item decay rate is unfiarly balanced but that doesn't mean it should be scrapped totally. It should be tweaked so it's not so unfiar to tanks.

Qandow
03-23-2007, 02:08 AM
Only a non tank could want this to stay and I see the OP is..

I say boo and take it out.. love the tanks..

I'm a caster and i think the system stinks. If you must have durability hits, and I'm not saying its needed, at least have the hit occur on death and only on death. This constant nagging decay is nuts.

Dream up something else for a money sink if it is necessary although I do not see why it is necessary at this point. Discretionary money sinks for the win. Then at least people get something for their money. Land money sink is fine. Mount money sink is fine also. Take all my money you want but let me at least feel like I'm getting something for it and be able to opt out if I do not have the money to afford it.

Iskiab
03-23-2007, 02:16 AM
Armor repairs are stupid.

1. It penalizes you for actually upgrading your gear.
2. If you have good gear as a tank, it costs more to repair then you get from a night in cash drops.... by a lot. That's stupid.
3. It causes you to have to stop adventuring early because you have to repair. That in itself is stupid. It's a dynamic that stops you from playing the game.
4. It penalizes you because you have to repair so early, you can't complete some dungeons properly. By the time you're near the end, you have to leave to repair.

Any of the above 4 reasons should be enough to throw the system out.

I've said it before, when I went adventuring with guildies and said we have to leave so I can repair the first time the reaction was, 'what a dumb bug'. By the 20th time they said why hasn't that bug been fixed yet? I still hear it all the time. My guildies want me to start carrying a second armor set, but **** that. I can barely afford to repair the first.

I also honestly believe it leads some players to buy gold. Myself, I'm an armorer so I'm subsidizing my adventuring and that's how I can afford to play. The DK in guild rerolled to a bard. The other warrior had to ask for loans from people and then quit the game over it. The players in full MoP gear who aren't having repair problems who're 40 and stuff have to be buying gold if they aren't TSers or something.... I lose 30 silver a night easy.

elektra
03-23-2007, 02:17 AM
Item decay I can understand but calling for items to break after a certain number of fixes is insane. Crafters are already the richest players, breaking items is not the way to solve anything.

skjaybe
03-23-2007, 02:21 AM
Okay I know a lot of people hate me here but I have a thought:

I personally hate the item repair system in all its glory. Whether it stays or not (apparently is on the way out) is not what I want to address.

Essentially no one is binding items to themselves and as such these items are heading back into the market once there of no more use to the player. I feel like this is a more valid, realistic view of gear rather than have everything souldbound as in WoW.

Here's my solution: Instead of something not binding, an item has say...4 "bind charges" on it. You wear it, its not bound to you and you can give it to another player, but as soon as the other player equips it, it goes down to 3 "bind charges", and so on and so forth. At 0 "bind charges" its actually soulbound to that player and he may not resell it. This would keep my level 20 dagger that I used from being passed down to 200 other players but still allowing it to re-enter the market a limited number of times.

Iskiab
03-23-2007, 02:23 AM
Yea, what we actually need is higher crafter money sinks and less adventurer money sinks. I make mad money crafting, and I make money in the process of leveling. I lose money every time I adventure atm because of this stupid system.

The richest players are crafters by far. Lets actually put money sinks on people with money. What a thought.... I can't believe someone would be for this system.

My biggest beef with the game atm is higher level content and item decay. Item decay is a huge problem in my eyes. Especially after a guildy quit over it. We're a small guild and we've been playing together for a while.

Eukament
03-23-2007, 02:27 AM
Okay I know a lot of people hate me here but I have a thought:

I personally hate the item repair system in all its glory. Whether it stays or not (apparently is on the way out) is not what I want to address.

Essentially no one is binding items to themselves and as such these items are heading back into the market once there of no more use to the player. I feel like this is a more valid, realistic view of gear rather than have everything souldbound as in WoW.

Here's my solution: Instead of something not binding, an item has say...4 "bind charges" on it. You wear it, its not bound to you and you can give it to another player, but as soon as the other player equips it, it goes down to 3 "bind charges", and so on and so forth. At 0 "bind charges" its actually soulbound to that player and he may not resell it. This would keep my level 20 dagger that I used from being passed down to 200 other players but still allowing it to re-enter the market a limited number of times.

Why not just make items decay slower when they are soulbound? There i fixed it for you.

Faite
03-23-2007, 02:28 AM
I dont mind item decay how it is...I get to melee a ton....maybe it gets worse when you get higher than I am ?

Eukament
03-23-2007, 02:40 AM
I dont mind item decay how it is...I get to melee a ton....maybe it gets worse when you get higher than I am ?

As a level 22 Cleric, after 5-6 deaths the repair cost me something like 15-20 silver (my gear is then around 50-40% if I remember correctly, someone please correct me if Im wrong). Mind I got all items rare (heavy armor), so its usually a silver or two per item after several deaths. From experience, not many people have all rare items at lvl 20ish so they should pay less for repair. As I understand it, tank players have a faster item decay and have to pay more for repairs (because they get hit more or because the decay is generally faster?). Maybe a tanker can tell us what he pays at say 50% item decay (please mention if its uncommon, rare etc).

Llwynog
03-23-2007, 02:48 AM
1) balance the decay between tanks and casters
2) slight increase on decay over the board
3) REMOVE decay on soulbound items



4) Players enjoy a strengthened economy and crafters have a reason to live

Ladon
03-23-2007, 03:00 AM
No I'm all for completely removing item decay.

-There are plenty of other money sinks in this game.
-Items decaying break up groups and cut dungeon crawling short.
-Forces people to stay close to a city or outpost or creates unnecessary travel time.
-It is pointless because it doesn't remove items from the game.


We have enough to worry about in this game and come when raiding starts the LAST thing I want to worry about is the health of my gear. It was an absolute pain in the ass in WoW and it won't be any different in this game.

Iskiab
03-23-2007, 03:00 AM
Well here's the way the stupid system is setup. I'm sorry but I have so much contempt for the item decay system that that's what I call it.

Items decay from using skills. The more skills/spells you use the faster it decays. It's not about being hit, that would make too much sense. Instead it's based around how active you are.

The reason tanks get hit so hard is because, warriors at least, have multiple skills they use that refresh quickly. For example taunt. It's a 8 second refresh ability that's used often. Same with my kick, taunting strike and shield bash. All of these abilities have no global refresh ... well except taunting strike... so you hit them fast and often. So because tanks are always mashing buttons we get hit hard with item decay. We probably use 2 abilities for every 1 spell a caster casts so it makes sense we decay faster.

Then there's also talk of abilities with long refreshes making armor decay faster. That's more in depth then how I understand it to work so I'll leave that out.

Anyways, because of how the system is setup it's not a quick fix to unpenalize certain classes. It would take a whole rework of the system. That's why I say scrap it, the system isn't working, there are better money sinks out there so get rid of it.

Atm it's so bad I would rather never have to repair and just forfeit any items I don't use and cash loot I get for the night. At least that way we wouldn't have to stop early and I wouldn't be losing money. It's that stupid.

Sailormoontw
03-23-2007, 03:03 AM
1) balance the decay between tanks and casters

balance the decay between adventurers and crafters

Ladon
03-23-2007, 03:10 AM
Yea, what we actually need is higher crafter money sinks and less adventurer money sinks. I make mad money crafting, and I make money in the process of leveling. I lose money every time I adventure atm because of this stupid system.

The richest players are crafters by far. Lets actually put money sinks on people with money. What a thought.... I can't believe someone would be for this system.

My biggest beef with the game atm is higher level content and item decay. Item decay is a huge problem in my eyes. Especially after a guildy quit over it. We're a small guild and we've been playing together for a while.


Well said. The crafters are the ones that should be hit with the games major money sinks since they are the ones hording the money. And so much damn money is entering the economy directly from workorders.

Calenor
03-23-2007, 03:10 AM
I dont really understand the point of repairing. It doesn't make the world more realistic. I think they should remove it completely or shape it in a way that makes sense and not cost a lot of money.

Thorqemada
03-23-2007, 03:13 AM
Item decay I can understand but calling for items to break after a certain number of fixes is insane. Crafters are already the richest players, breaking items is not the way to solve anything.

Why not?
Make the repairs cheap and when time is coming you can decide to renew your worn gear at higher costs than normal repairs or to buy/loot new one.

As it is now it is not fair and should be changed.

I do know older games (but not mmog) where the mob was able to destroy your gear beyond repair :p

Shawnsan
03-23-2007, 03:20 AM
That's not the only choice. I understand that the current item decay rate is unfiarly balanced but that doesn't mean it should be scrapped totally. It should be tweaked so it's not so unfiar to tanks.

Given Sigil's inability to understand the meaning of the Word Significant, do you honestly want them to make changes to a system that sucks for tanks?

I can see it now.. "Repair costs have been rebalanced significantly spreading costs across all classes."

_---Translated haha you nerd are now ALL screwed with high repair bills.

No thanks.

The current system is ILLOGICAL in the extreme. I should NOT take a durability hit for activating a Buff, casting a spell, or using an ability.

I SHOULD take a durability hit on the item that impacts something else physically, IE sword hits armor .. and on the piece of armor hit.

Nothing else.

You: OMG You didn't even consider the everyday wear and tear on items.

Me: That's because the everyday wear and tear of items is covered under basic equipment maintenance. A boring and trivial task that I don't care to cover in my fun time.

You: OMG but it would be so swell and immersive to have to sit down and apply oil and steel wool to my items to polish them up.

Me: *yawn* Ok you want to be bored to death with the in game equivalent of Doing Laundry let them place a button for Pointless And Boring Equipment Maintenance On in your UI .. leave me out of it.

Irrukathus
03-23-2007, 03:26 AM
Mael. Rogue. Tharridon. aka Shade Maelstorm

played a tank class lately?

Iskiab
03-23-2007, 03:33 AM
Yea, just get rid of the system.

It's not like immersion is affected at all. Decay from buffing guildies? How about this for immersion. You kill a dragon and it drops the sword of a thousand truths. It's the ultimate weapon. The raid looks at the item and then thinks to themselves... 'hey, this would be damn expensive to repair', 'yea I hear ya, I had to borrow money last week', 'me too'. DKP starts and no one rolls for it. Or how about this, if you get a relic and I'm a 50 blacksmith and can't repair the item, instead I have to go to joe blow merchant noob guy and he repairs it for me. Or how about... wtf do we have to repair magical items? Aren't they supposed to be super magical with clicky abilities and stuff? If they're magic... why do they need repairs?

There's no good argument for repairs. That's why I'm surprised it hasn't been scrapped yet. My guildies are all in shock it's been around so long.

[VA]Froren
03-23-2007, 03:45 AM
Hi,

I love the repair system in VG cause,

-It helps players to respect their weapons and armor.

-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

-It keeps the crafting community alive. Atm the market of VG goods will still glut soon with oversupply, but at least items decaying is a start. If we wanted to really be good to the economy, we would set a fixed number of repairs on each item, after which they break. Wow has item decay, but not item permanent break and its market is flooded with oversupply right now.

-It also helps the adventuring sphere, cause hey, not all items sold on the VG AH are player made, a good half or more currently are adventurer gained, from mobs. So if VG market oversupplied, from no items and money exiting, regardless of where the oversupply comes from, crafting or adventurer loot, the economy will still fail.

So Brad, pls keep the repair system in VG as it will help the mmo economy continuing in the years to come.

Cheers

Mael. Rogue. Tharridon. aka Shade Maelstorm

Check out Vanguard wiki on www.vgoracle.com --- Newbie Guide to harvesting online ---

it's clearly obvious, other than the fact you state your class, that you are not a tank, so you have little knowledge of how penalizing the current system is

Isobel
03-23-2007, 04:12 AM
Given Sigil's inability to understand the meaning of the Word Significant, do you honestly want them to make changes to a system that sucks for tanks?

I can see it now.. "Repair costs have been rebalanced significantly spreading costs across all classes."

_---Translated haha you nerd are now ALL screwed with high repair bills.

No thanks.

The current system is ILLOGICAL in the extreme. I should NOT take a durability hit for activating a Buff, casting a spell, or using an ability.

I SHOULD take a durability hit on the item that impacts something else physically, IE sword hits armor .. and on the piece of armor hit.

Nothing else.

You: OMG You didn't even consider the everyday wear and tear on items.

Me: That's because the everyday wear and tear of items is covered under basic equipment maintenance. A boring and trivial task that I don't care to cover in my fun time.

You: OMG but it would be so swell and immersive to have to sit down and apply oil and steel wool to my items to polish them up.

Me: *yawn* Ok you want to be bored to death with the in game equivalent of Doing Laundry let them place a button for Pointless And Boring Equipment Maintenance On in your UI .. leave me out of it.

You are in no way capable of speaking for me.

The fact is that changing the system is a much more resonable response the scrapping it totally.

Aikar
03-23-2007, 04:57 AM
Best thing to do with it is only make durability hits happen on death.

Never die? Never have to repair!

There will still be repairing needed for dieing, but its not a hassle as your paying for your mistake of dieing (or someone elses, but w/e)

farfelue
03-23-2007, 05:09 AM
I am 100% for item decay. I think it it fine as is, but I do not play a plate class at high enough level to feel a sting; I've read others complain of this so yes it should be adjusted so it's better balanced, but not removed.

I find people obsess over their gear enough as it is, in fact I would push it to items permanently breaking just so people wouldn't grow so attached to their items. but I can already see the floods of posts from people throwing hissy fits when their precious sword broke so I'll settle for item decay :)

I posted long, rational lists of reasons for item decay in the now-defunct beta forums, bah I wish I had kept back-ups =p

Hat
03-23-2007, 05:52 AM
repair should have been hotfixed a long time ago, preferebly before it sent me completely broke. I have enough money for literally one more repair as of today, what am I supposed to do after I run out?

40 war btw.

Silvania
03-23-2007, 05:54 AM
Mael. Rogue. Tharridon. aka Shade Maelstorm

Please return with your opinion on the armor degrading system after you played a tank class to level 30.

Nuff said.

Wroth
03-23-2007, 06:27 AM
I know! Lets remove item decay, but instead lets make the insta-teleports cost money. That way the money sink is there, but it is ballanced for everyone!! If you can't agree to that then you're just looking for e-z mode.

Eukament
03-23-2007, 06:33 AM
I know! Lets remove item decay, but instead lets make the insta-teleports cost money. That way the money sink is there, but it is ballanced for everyone!! If you can't agree to that then you're just looking for e-z mode.

Why not force people to soulbound items for less to no item decay. It will be good for the economy and you have a choice. Teleporters who cost money will be even more annoying when group mates forget to have cash in their pocket for the teleporter, not to mention an even worse scenario with teleport loading ganking.

Wroth
03-23-2007, 06:38 AM
That could work, but the fact is the system hurts tanks far far too much. I'm a bard, and would never need to soulbind a item, as my repair costs are never that major. I wonder though if they get rid of item decay what they will do about that damn repair bot I got at the arena? mabey it can sell arrows haha.
Anyways I was only 1/2 serious as it is far to difficult to be totaly serious at 6am :)

Eukament
03-23-2007, 06:59 AM
Anyways I was only 1/2 serious as it is far to difficult to be totaly serious at 6am :)

Its a game, nothing to be too serious about anyway. So tanks got higher mitigation, thus absorbing more damage, and that problably is why they decay faster. The more damage you absorb the faster your armor decay?

Teala
03-23-2007, 07:08 AM
Hi,

I love the repair system in VG cause,

-It helps players to respect their weapons and armor.

-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

-It keeps the crafting community alive. Atm the market of VG goods will still glut soon with oversupply, but at least items decaying is a start. If we wanted to really be good to the economy, we would set a fixed number of repairs on each item, after which they break. Wow has item decay, but not item permanent break and its market is flooded with oversupply right now.

-It also helps the adventuring sphere, cause hey, not all items sold on the VG AH are player made, a good half or more currently are adventurer gained, from mobs. So if VG market oversupplied, from no items and money exiting, regardless of where the oversupply comes from, crafting or adventurer loot, the economy will still fail.

So Brad, pls keep the repair system in VG as it will help the mmo economy continuing in the years to come.

Cheers

Mael. Rogue. Tharridon. aka Shade Maelstorm

Check out Vanguard wiki on www.vgoracle.com --- Newbie Guide to harvesting online ---

NO - either that or increase money loot drops substantially! I do not craft in this game and selling items on the broker isn't all that great either(at least for me it is not - even if it is a great item and I put a nice low price on it - it sits and sits and sits) so the only money my character receives is via quest and MOB's. As my character is a ranger and requires arrows for her bow and on top of that the upkeep of her items and armor she is perpetually broke. Even as I type this, she sits in game with all of 2silver and a few copper and she is a level 22 ranger.

So please Sigil. Not only remove costly repairs but increase money loot drops as well. Some of us do not intend on playing a crafter.

kildest
03-23-2007, 07:13 AM
No. OP is an idiot.

Nope, going to go with the OP has a decent understanding of economics. Great rebuttal by the way, lucid and well thought out.

Zahrim
03-23-2007, 07:14 AM
There are enough money sinks in the game, we don't need the repair system as well. I couldn't disagree with the OP more.

korrowan
03-23-2007, 08:32 AM
That's not the only choice. I understand that the current item decay rate is unfiarly balanced but that doesn't mean it should be scrapped totally. It should be tweaked so it's not so unfiar to tanks.

Nope it should be eliminated ... as a War I never have any money and they blew it so badly that I cannot even upgrade my armor at this point.... I make less than I dish out in repairs and soloing is out of the question because of how bland and long it takes to get anything done... quests are juts a waste of time since they give you 3 silver + 1% XP big whoop.... grouping is the only way to get anything done and it has driven me to having no money whatsoever and I have to bum off people...

Good thing that you can recall out and repair and get summoned back in because doing Vol T Throne Room without that feature would suck since the tank has to leave.....

They blew it with the repair and already made the tank populace broke because of it... just take it out and let us make some money for once.

Vryce
03-23-2007, 09:30 AM
There are enough money sinks in the game, we don't need the repair system as well. I couldn't disagree with the OP more.

There are enough money sinks? Really? Please enlighten me how you know what "enough" money sinks are.

The problem with the repair system is that it hits a certain group of people too hard. That certain group of people doesn't seem to allow anyone else to have an opinion about it. They have a point. I would like to see everyone's opinion once that problem that's causing the certain group to feel this issue is their domain only is fixed.

Canto
03-23-2007, 09:54 AM
3) REMOVE decay on soulbound items


This is the best idea I've read on this forum.

Squishy
03-23-2007, 09:58 AM
Repairs need to go plain and simple. Repairs will cost a person more during a session of adventuring than they will make items looted. It's needed too frequently and the cost is too high.

framinal
03-23-2007, 10:12 AM
Quote:
Originally Posted by Llwynog View Post
3) REMOVE decay on soulbound items

This is the best idea I've read on this forum.


agree 100%

takes items out of the economy as well as keeping some coin in your pocket

its a win win 2x

AsheMan
03-23-2007, 10:16 AM
-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.

I think this is where your argument fails. For many classes the money sink is tremendous. It is not "modest". In the last three weeks I have gone from 14 gold to 16 gold. That's three weeks of solid playtime of 40+ content. Typically after a 6 hour play session I sell all my vendor loot and after that night's repairs I'm lucky to gross 10silver. Something was wrong with the system.

J Hoyt
03-23-2007, 10:19 AM
-It helps players to respect their weapons and armor.
I dont understand. It's not like after a day of killing I go home and sharpen my sword and buff my armor. I go to a vendor and click on the repair button. What respect?


-Provides a modest money sink which helps perpetuate the mmo economy. For any mmo economy to continue, money must exit the economy as well as enter it. If a mmo economy has no sinks, both in terms of items and money, then it fails.
There are other money sinks they could put in. Money sinks that don't require you to leave a dungeon before the job is done.

Zastapth
03-23-2007, 10:52 AM
This is the best idea I've read on this forum.


3) REMOVE decay on soulbound items


Not only the best idea on this forum but quite possibly any forum i've been on since playing Vanguard.

Tanks get to stop moaning about supposed higher repair bills and the manual choice of soulbinding items becomes even more attractive.

Astoundingly simple and hugely effective.

Aegorian
03-23-2007, 11:06 AM
You are in no way capable of speaking for me.

The fact is that changing the system is a much more resonable response the scrapping it totally.

QFT. I know the system sucks for some of you atm, but that's no reason to scrap it. Fix it is the answer.

Iskiab
03-23-2007, 11:12 AM
How about this. If you want to know what it's like being a tank I'll give you an idea.

Delete all your gold. Every time you go into a dungeon, delete half a gold piece. That sounds about right as far as repairs cost. Having fun yet? Then if you don't have enough to delete half a gold piece, you quit the game.

Does that sound like a system that needs an adjustment or one that needs to be thrown out?

Aegorian
03-23-2007, 11:14 AM
How about this. If you want to know what it's like being a tank I'll give you an idea.

Delete all your gold. Every time you go into a dungeon, delete half a gold piece. That sounds about right as far as repairs cost. Having fun yet? Then if you don't have enough to delete half a gold piece, you quit the game.

Does that sound like a system that needs an adjustment or one that needs to be thrown out?

umm...adjusted. We all know tanks are broken in regards to the repair system at the moment. If you were balanced with everyone else, it would not be an issue.

kyril
03-23-2007, 11:24 AM
I know! Lets remove item decay, but instead lets make the insta-teleports cost money. That way the money sink is there, but it is ballanced for everyone!! If you can't agree to that then you're just looking for e-z mode.

Yes, please. Lots of money (at least by lowbie standards) - maybe 10-20s? And throw out item decay completely. I don't even play a tank, but the whole system is absurd - I can run around for days on end, but my boots take a durability hit when I cast Taqmir's Bolts? BS. And crafters can't repair gear...also BS.

Monel
03-23-2007, 11:43 AM
I play a level 31 paladin and I must say I am going broke with the repair system in its current form. I have a steady group that I play with and I just barely make enough money in a day's adventuring to break even.

The other day we were in Vol Tunniel and I made sure to repair before we started. Three hours later I had to leave to repair, I had several items, like my BP and sword that had reached zero. I noticed this when I got the message that those items had reached 0% durability. We had to look for a safe area so I could recall and go repair before we could continue. Now I don't have top of the line armor by any means, but I don't think it is too shabby either, most of it is Uncommon or Rare and the repair costs are eatting me alive. After three hours in Vol Tunniel, I repaired and sold off my loot before heading back to the dungeon to join my group and I netted a whole 24 copper. Some days I go in the hole because we try to divide loot evenly and depending on loot drops that doens't always afford me the chance to make a profit with the repair bill. I don't think that other group members should have to bypass thier loot rights for the tank to be able to cover their repair bill.

I can't really say that I would like to see the system stay. I know it adds a money sink and I know those are needed for the health of the economy, but I think this one is a bit too extreme for the tanks as is stands now. I was disapointed that this system showed up so late in beta and that it didn't get the testing time that it should have been given. I think it was rushed a bit and really needs some heavy tweaking. I would much rather have the food and water system that EQ had as a money sink over this, at least I could stock up and not have to worry about it for days instead of hours.

Qandow
03-23-2007, 11:46 AM
There are enough money sinks? Really? Please enlighten me how you know what "enough" money sinks are.

The problem with the repair system is that it hits a certain group of people too hard. That certain group of people doesn't seem to allow anyone else to have an opinion about it. They have a point. I would like to see everyone's opinion once that problem that's causing the certain group to feel this issue is their domain only is fixed.

Why would I waste my time enlightening you? Enlighten me why you apparently think there aren't enough? Not enough folks claiming they can't afford repairs?

This is a game not a real world economics simulation. Despite all the wringing of hands over a games economy I've yet to see a game ruined by its economy. Wild infaltion in EQ? So what exactly did it harm? The theoretical newbie joining in year 6? Is it a sin if folks have a bit more coin today than they did yesterday? Should they feel the same type of economic pressure they may be experiencing in real life? Isn't it far better to suck excess coin out the game by selling them pixels? The new shiny mount? The tropical island getaway? At least then they feel like they have gotten something for their money and those who are struggling aren't obligated to participate. It takes the coin from those who have it and gives those that don't a chance to maybe someday actually participate in these perks and willing volunteer to take their money out of the game.

Seems a lot better to me than some taxing scheme. Screw guild halls, how about guild castles. Price them at 1 million platimum if you like and watch people busting their ass trying to get that sum together. When the day finally does come and they have it together, swoosh a million plat down the drain and guess what? They'll be ecstattic. Want money out of the game turn it into a gameplay element, something folks want to do. Not some damn mortgage payment. They have enough of that crap in real life.

milodacat
03-23-2007, 12:22 PM
Best thing to do with it is only make durability hits happen on death.

Never die? Never have to repair!

There will still be repairing needed for dieing, but its not a hassle as your paying for your mistake of dieing (or someone elses, but w/e)

There ya go. I have no idea how decay works in WoW, but this is how it works in EQ2. Every time you die, the equipment you are wearing loses 10% durability. Once it reaches 0% durability, you can no longer wear it until you get it repaired. Repair costs are based on the item level and I believe color of the item. (So you pay more if you're wearing all Fabled gear instead of all newb gear).

there ya go, you just equalized the item decay process across all classes, people with lesser gear get a break on repair costs vs generally more wealthy adventurers wearing nicer stuff, you've increased the death penalty (hardcores will love that) ;) , and ya still have a nice moneysink that has easily adjustable/controllable repair rates.

I'm not surprised that people are upset with a system that costs different classes such varied amount of coin. duh. Couldnt see that one coming....

Mongo
03-23-2007, 01:51 PM
I just have to jump in here, it is not only tanks that are getting screwed by this system. I am a 43 Hyatet Shaman and while I do not decay quite as fast as the tanks I normaly group with, I am at most 10-15% behind them when we go in for repairs, and I usually am looking at 40-50s to repair everything. I am lucky to break even or make a tiny bit after a group.

Dulcina
03-23-2007, 02:18 PM
There ya go. I have no idea how decay works in WoW, but this is how it works in EQ2. Every time you die, the equipment you are wearing loses 10% durability. Once it reaches 0% durability, you can no longer wear it until you get it repaired. Repair costs are based on the item level and I believe color of the item. (So you pay more if you're wearing all Fabled gear instead of all newb gear).

there ya go, you just equalized the item decay process across all classes, people with lesser gear get a break on repair costs vs generally more wealthy adventurers wearing nicer stuff, you've increased the death penalty (hardcores will love that) ;) , and ya still have a nice moneysink that has easily adjustable/controllable repair rates.

I'm not surprised that people are upset with a system that costs different classes such varied amount of coin. duh. Couldnt see that one coming....

In WoW you get durability loss from entering combat, using your weapons and getting hit. 10% dura loss when dying. You earn far more coin in WoW than in VG though so repairs is not an issue. That is until you start raiding. Repairing epic gear is not cheap :(

Jalex
03-23-2007, 02:37 PM
It has to go and I am certain it will go...the latest decrease in decay rate for rare and heroic items etc., is already on the test server.

I think the only reason Brad has not binned it completely is to allow Silius to save some 'face'.

Silius was the mastermind behind this silly system...it was Silius that insinuated the whole perverted concept into Brad's mind....I say Silius MUST PAY!!!...hmm...there is a convenient gallows in Misthaven Crossing?? ;)