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Old 04-06-2007, 03:55 PM   #21 (permalink)
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Originally Posted by Tagad Sigil View Post
The target repair times are between 4 and 6 hours currently, so it sounds like things are actually working as intended.

If that intent needs to move, as many of you suggest, then we will further evaluate things. Making the times longer than this presents its own set of issues.

That said, we probably need to make repair stones more accessable or some other solution to stop people from having stop what they are doing and return to town for those players that play extended sessions.

~Tagad

Like removing the item decay system entirely. Here's an alternative to item decay for a money sink. Since it looks like the "temp" teleporters are here to stay, how about charging us for teleports. That would be a fine alternative to having to recall/evac out, repair, fight back down to where you were. Also with the cost of repairs now, you could probably suck more money out via teleports. Leave the boats in, give people the option to either pay a fee for teleportation or they can wait for a boat.

My 2c. Bottom line however is that I'd like to see the item decay system, the system that never should have been in VG to start, removed. Thanks.
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Old 04-06-2007, 04:54 PM   #22 (permalink)
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Originally Posted by Tagad Sigil View Post
The target repair times are between 4 and 6 hours currently, so it sounds like things are actually working as intended.

If that intent needs to move, as many of you suggest, then we will further evaluate things. Making the times longer than this presents its own set of issues.

That said, we probably need to make repair stones more accessable or some other solution to stop people from having stop what they are doing and return to town for those players that play extended sessions.

~Tagad
While you're here, maybe you can clarify something for me? Thanks.

What's the purpose of durability? Is it to create a money sink? Is it to force people, for some reason, to go back to their outpost more often? Is it because you think it's something fun? Or something that adds to the player's experience, somehow?
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Old 04-06-2007, 07:05 PM   #23 (permalink)
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Tagad -

IMO this system is great. We just finished up another 7 hour session in Greystone...I am once again sitting at most of my pieces between 50-60 and a couple of pieces at 40-50. I'd say currently we could probably go 8-10 hours without needing to repair...that's a pretty decent session. I feel the current rate of coin cost is also balanced pretty good....just going off of vendor trash, it takes about 1/3 of my vendor coin from a 7 hour session to repair...and that's fair to me.
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Old 04-06-2007, 07:48 PM   #24 (permalink)
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My 2c. Bottom line however is that I'd like to see the item decay system, the system that never should have been in VG to start, removed. Thanks.
Actually, its in the original 2002 design document.

To respond to the other poster, the purpose is a money sink.

~Tagad
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Old 04-07-2007, 07:57 AM   #25 (permalink)
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The other poster thanks you.

Now, if the main/only purpose is a money sink, why do not you double everything? Items would last twice as long but would cost twice as much to repair. Or, why not, ten times. Ok, I assume you do not want to reach a point where a player would spend money before carelessly and then be unable to pay his repair bill, but 3 or 4 times longer durability wouldn't be an issue.
Same money sink, less hassle for the player.

I really don't mind the system in itself, if it serves a purpose. I'm not sure why, instead, you don't nerf the coin / cash loots drop rates. It seems to me it would have the same end result. The money you loot is proportionally impacted by the durability cost. It's like a straight % of your income, or close enough. That's why I thought it had another purpose.

Last edited by Aak : 04-07-2007 at 08:03 AM.
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Old 04-07-2007, 09:03 AM   #26 (permalink)
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I don't understand why this is even an issue then... you can buy a portalable repair bot from a crafter........
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Old 04-07-2007, 05:45 PM   #27 (permalink)
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what crafter makes the portable repair bot?
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Old 04-07-2007, 07:35 PM   #28 (permalink)
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Originally Posted by Tagad Sigil View Post
The target repair times are between 4 and 6 hours currently, so it sounds like things are actually working as intended.

If that intent needs to move, as many of you suggest, then we will further evaluate things. Making the times longer than this presents its own set of issues.

That said, we probably need to make repair stones more accessable or some other solution to stop people from having stop what they are doing and return to town for those players that play extended sessions.

~Tagad
Tagad, the problem comes with the past talks in video's of the game where it was said you could Work on a dungeon for a few hours, log out in a safe spot and resume it the next day from there for the ultra long dungeons that helps casuals still be able to do it.

With 4-6 hour repair times, that kills the possibility of doing it.

If you really want to keep a durability system in the game, then please just change it to a 15% or so reduction on all equipped items on death.

That would add more of a sting to death to make death more meaningful, and help support better playing and avoiding death. People who play at the top of their game and group more, will have less repair cost due to less death (as soloing usually ends up getting you killed more)

there will still be the need to repair, money will be coming out of the ecnomy, but YOU can have control of your repair cost. If your spending too much money repairing, then its the players fault, not the developers, as the player needs to stop being so careless and stop dying.

That would be the ideal system I think. Durability only be reduced upon death, and not from using abilities or getting hit.
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Old 04-07-2007, 07:58 PM   #29 (permalink)
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With 4-6 hour repair times, that kills the possibility of doing it.
It's painfully obvious that people aren't buying or aren't aware of the crafted repair kits They're availability has been mentioned at least twice in this thread alone, if not more.
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Old 04-07-2007, 09:21 PM   #30 (permalink)
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It's painfully obvious that people aren't buying or aren't aware of the crafted repair kits They're availability has been mentioned at least twice in this thread alone, if not more.
I think people may not be willing to pay crafters even more money than they're already goug....errr making on the stuff they make. I don't craft, I don't dip, I adventure. Just the playstyle I like to persue, finding not alot of interest in the other two spheres. I don't make a whole hell of alot of cash and while it's better now that item repair at the vendors has been made cheaper, it begs the question "why bother" with item decay now. As cheap as it's become it really is no more than a nuisance to the adventurers out there now. The way I look at it anyway.

I've said it 1000 times since item decay found it's way into the game..theres many more interesting ways to siphon cash out of the game. Make it fun and interesting or a least convenient please, not annoying.
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