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Author Topic: Change Repair  (Read 12937 times)

baskila

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Re: Change Repair
« Reply #20 on: September 23, 2014, 06:28:55 PM »

repairing is kinda strange anyway its ease to repair armors but weapons is hard and costly, especially that its cost 2 oils and mats comparing to 1 kevlar :P
Actually I find it quite opposite. To repair a weapon you don't need a broken one so it's way easier. Just buy 2 oils and you're set. For armors however you need a broken one. The difference is that you can buy oil but broken armor you have to find. In result I repair more guns than armors. I also don't agree with what people are saying about difficulties with rising engineering skill. Mine is way higher than science atm.
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Perteks

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Re: Change Repair
« Reply #21 on: September 24, 2014, 01:27:22 AM »

Broken armors after few hours of play are practically not a problem
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Myakot

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Re: Change Repair
« Reply #22 on: September 24, 2014, 01:32:57 AM »

Broken armors after few hours of play are practically not a problem
300 caps after a 15-minute-assignment are practically not a problem. (for oil)
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baskila

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Re: Change Repair
« Reply #23 on: September 24, 2014, 06:18:55 AM »

Broken armors after few hours of play are practically not a problem
You wear armors until they break down completely? You know that every armor changes to paper if it's below 50% right?
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RazorRamon

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Re: Change Repair
« Reply #24 on: September 24, 2014, 08:08:48 AM »

Repairing is only gonna be worth it once items can reach legendary status

Right now its more cost efficient to just craft or buy a new item than to restore an old one
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Deathproof

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Re: Change Repair
« Reply #25 on: September 24, 2014, 11:45:58 AM »

Repairing is only gonna be worth it once items can reach legendary status

This.
And its a skill that should be there to use it on regular basis rather than buying new equipment.
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Gimper

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Re: Change Repair
« Reply #26 on: September 24, 2014, 04:29:18 PM »

300 caps after a 15-minute-assignment are practically not a problem. (for oil)

Hmm... An entire missions pay.. to fix a couple of weapons... I think that is INDEED a problem.
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MuchaChota

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Re: Change Repair
« Reply #27 on: September 24, 2014, 04:42:05 PM »

+1


I have at least 3 full lockers of weapons and armors around 0-80%. I have more than enough mats and caps to repair them all but is just too damn tedious and expensive. One day Ill sit my ass a few hours to organise , repair and raise engineering, but for now im good buying cost-efficient 100% gear to faction merchants
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mAdman

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Re: Change Repair
« Reply #28 on: September 24, 2014, 05:42:29 PM »

My 2 cents;

Why 2 oil per weapon repair? Why not make oil just cost 75 or 100 instead? That just seemed weird to me. Other than that weapon repairing is fine (they degrade quite slowly really, you'll probably use the same gun for 10 missions before is explodes or need repair).

Armors however may need a rethink, seeing that the easiest way to get broken armors for repair is through pve, but the fastest way to get new armor is through pvp or a store. How would someone purely playing for pvp ever even find broken armor?

Maybe if the shop only sold gear in 85% -95% condition, there'd be a reason to go out of your way to get repairing materials?
« Last Edit: September 24, 2014, 05:45:55 PM by mAdman »
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cirn0

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Re: Change Repair
« Reply #29 on: September 24, 2014, 06:17:39 PM »

The deterioration mechanics are in for some changes.

Currently it just goes from 100% -> Broken, Stats changing every 25%.

For starters:
In future, hope to have items with another value called Quality,
In the scale of 0 = Mint , 10 = Garbage
Crafted items will be within the 0~4 quality range.
Store bought items be between 2~5 quality range
Found items between 0 ~ 10+.

Item deterioration speed will be multiplied by quality.
Each repair will have a chance of increasing quality by 1.

Hopefully increasing the value of armours and weapons that are crafted as well as increase the turnover rate of items in the economy.
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MARXMAN

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Re: Change Repair
« Reply #30 on: September 24, 2014, 08:10:36 PM »

What about this.

Add a new npc to each fraction who can repair stuff for 50% of it's cost to 100% condition

Easy way to solve that. And it is not necessary to change current system that way
Either u have money, or u have components. Ur choice

I don't thinks it's that complicated.  Whats wrong with using the mats used to make something to repair it?  Im not seeing where this WOULDN'T be beneficial. Not only that but you can NEVER get Springs or Drum  mags or anything back upon diss assembly, which I think is bullocks.  If I dismantle a 100 percent new RPK I should get that drum mag back.
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Myakot

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Re: Change Repair
« Reply #31 on: September 24, 2014, 09:02:38 PM »

Item quality eh... That would indeed be profitable to repair stuff then, hope you can implement it soon enough :)
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mAdman

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Re: Change Repair
« Reply #32 on: September 25, 2014, 06:44:18 PM »

The deterioration mechanics are in for some changes.

Currently it just goes from 100% -> Broken, Stats changing every 25%.

For starters:
In future, hope to have items with another value called Quality,
In the scale of 0 = Mint , 10 = Garbage
Crafted items will be within the 0~4 quality range.
Store bought items be between 2~5 quality range
Found items between 0 ~ 10+.

Item deterioration speed will be multiplied by quality.
Each repair will have a chance of increasing quality by 1.

Hopefully increasing the value of armours and weapons that are crafted as well as increase the turnover rate of items in the economy.

That sounds really good and I like the scale in that that store bought items, while in good condition, are still outclassed in some way by a well crafted one.

+1
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Perteks

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Re: Change Repair
« Reply #33 on: September 25, 2014, 06:50:38 PM »

The deterioration mechanics are in for some changes.

Currently it just goes from 100% -> Broken, Stats changing every 25%.

For starters:
In future, hope to have items with another value called Quality,
In the scale of 0 = Mint , 10 = Garbage
Crafted items will be within the 0~4 quality range.
Store bought items be between 2~5 quality range
Found items between 0 ~ 10+.

Item deterioration speed will be multiplied by quality.
Each repair will have a chance of increasing quality by 1.

Hopefully increasing the value of armours and weapons that are crafted as well as increase the turnover rate of items in the economy.

In that way legendary weapon will be 10 in terms of quality ;D
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mAdman

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Re: Change Repair
« Reply #34 on: September 25, 2014, 07:00:48 PM »

That's true hmm, maybe just remove the chance to hurt quality on weapons when repairing them?

Either that or maybe when a weapon becomes legendary it becomes and stays at 0? But then the weapon would likely be heading towards a 10 before it became legendary so hmmm... Maybe the first one.
« Last Edit: September 25, 2014, 07:07:14 PM by mAdman »
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Myakot

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Re: Change Repair
« Reply #35 on: September 25, 2014, 10:19:17 PM »

You can pretty easily lose all your legendary +10 weapons/armours in one fight, so I see no problems with that ^^
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