FOnline: Ashes of Phoenix

Game improvements => Suggestions => Topic started by: Gimper on September 22, 2014, 04:21:49 PM

Title: Change Repair
Post by: Gimper on September 22, 2014, 04:21:49 PM
Repairing low tier weapons and armor is SO annoying and expensive. I mean, why would you want to waste an oil can or a Kevlar repairing a Mauser or Leather armor? For noobs and Pr0s alike, repairing is annoying and expensive.

My suggestion is to lower the requirements for repairing low-tier items. For Tier 1 armor, use Fibers only, instead of Fibers AND Kevlar. For Tier 1 weapons, use more metal parts or something.

As it is now, it's not even worth it to repair items. People will just ignore the engineering skill.
Title: Re: Change Repair
Post by: Myakot on September 22, 2014, 10:24:36 PM
Let them ignore it! And not be able to craft T2.5-3 items! What's the problem? :)
It's not even remotely hard to get a hold of 300 caps for several weapon repairs (oil).
Title: Re: Change Repair
Post by: S.T.A.L.K.E.R on September 22, 2014, 10:32:26 PM
Yea its kind of stupid the way repairing is, it should be items similar needed for crafting.

Like to repair a robe fibers, leather armor should be gecko pelts , fibers, and broken armor. Something like this for all. LAMKII would require kevlar cause its in the crafting recipe, 1 kevlar and broken armor.
Title: Re: Change Repair
Post by: SnowCrash on September 23, 2014, 09:09:37 AM
Agreed, back in the previous phase there was a item trait called low tech (or something like that) that makes the item easier to repair (although the description say that, it wasn't implemented).
So may be, tier 1 leather armors and jackets and most tier 1 weapons should have this trait. Also make those items have better condition when crafted. That should make the game a bit easier to new players.
And it was also the opposite trait (high tech), for combat armour, tesla? and most high tech weapon
I think that for low tier items having ~100-120 science/engineering, should be enough to craft them and repairing it at 90%, for medium tier ~150-160, and high tier ~190-200
Title: Re: Change Repair
Post by: S.T.A.L.K.E.R on September 23, 2014, 09:25:37 AM
Agreed, back in the previous phase there was a item trait called low tech (or something like that) that makes the item easier to repair (although the description say that, it wasn't implemented).
So may be, tier 1 leather armors and jackets and most tier 1 weapons should have this trait. Also make those items have better condition when crafted. That should make the game a bit easier to new players.
And it was also the opposite trait (high tech), for combat armour, tesla? and most high tech weapon
I think that for low tier items having ~100-120 science/engineering, should be enough to craft them and repairing it at 90%, for medium tier ~150-160, and high tier ~190-200
what the banoodle, 190 engineering?! you're crazy. I barely have 95% engineering, it takes forever to raise your skill.

also leather jacket/armor are tier 2s, also Max engineering to craft something is 130%?
Title: Re: Change Repair
Post by: Myakot on September 23, 2014, 09:47:59 AM
Agreed, back in the previous phase there was a item trait called low tech (or something like that) that makes the item easier to repair (although the description say that, it wasn't implemented).
So may be, tier 1 leather armors and jackets and most tier 1 weapons should have this trait. Also make those items have better condition when crafted. That should make the game a bit easier to new players.
And it was also the opposite trait (high tech), for combat armour, tesla? and most high tech weapon
I think that for low tier items having ~100-120 science/engineering, should be enough to craft them and repairing it at 90%, for medium tier ~150-160, and high tier ~190-200
what the banoodle, 190 engineering?! you're crazy. I barely have 95% engineering, it takes forever to raise your skill.

also leather jacket/armor are tier 2s, also Max engineering to craft something is 130%?
If I remember correctly Combat Leather Coat requires 150% engi or even more.
Title: Re: Change Repair
Post by: Gonzo on September 23, 2014, 09:50:38 AM
Yea its kind of stupid the way repairing is, it should be items similar needed for crafting.

Like to repair a robe fibers, leather armor should be gecko pelts , fibers, and broken armor. Something like this for all. LAMKII would require kevlar cause its in the crafting recipe, 1 kevlar and broken armor.

That's the truth lads. The repair requirements are inadequate. Why should I use the parts that were not used in making of an item in due to repair it?

It's not even remotely hard to get a hold of 300 caps for several weapon repairs (oil).

You're right but that is not a response to the mentioned issue ;)

Title: Re: Change Repair
Post by: Niamak on September 23, 2014, 09:54:13 AM
The best way to get material for armor crafting is to science broken armor. So yeah in a way broken armors are used in armor crafting.  ;D (dem brahim skin from broken leather jacket)

I find repairing to be a good way to level up science/engi. My theory : you can repair high tier armor (gain low % dura) even if you don't have the skill level to craft them yet so you get a lot of skill up from it.
Title: Re: Change Repair
Post by: Butthead on September 23, 2014, 09:58:21 AM
engineering sucks , i repair and craft 100 items and i got like 1 point to skil or something  better buy stuff in shop it sucks
Title: Re: Change Repair
Post by: 3.14 on September 23, 2014, 10:25:24 AM
I didn't repair one single thing yet. If the oil alone is worth 1/4 of a shop-new item, then something is wrong here.
Title: Re: Change Repair
Post by: Myakot on September 23, 2014, 10:47:03 AM
I didn't repair one single thing yet. If the oil alone is worth 1/4 of a shop-new item, then something is wrong here.
What are you equipped with? Simplest of armours? o_0. Faction mk2 costs like 900+ in caps.
Title: Re: Change Repair
Post by: Gimper on September 23, 2014, 11:07:32 AM
I didn't repair one single thing yet. If the oil alone is worth 1/4 of a shop-new item, then something is wrong here.

I totally agree. That's my entire point, the whole system seems kind of broken.

What are you equipped with? Simplest of armours? o_0. Faction mk2 costs like 900+ in caps.

The simple things is the main problem! Ofc the higher tier gear will cost more to fix and buy, that's expected! We're trying to fix the basic stuff here.
Title: Re: Change Repair
Post by: 3.14 on September 23, 2014, 11:08:42 AM
Leather Jacket, M1C and a M29 Revolver. Why you ask? ;)
Title: Re: Change Repair
Post by: Myakot on September 23, 2014, 11:26:59 AM
Leather Jacket, M1C and a M29 Revolver. Why you ask? ;)
"If the oil alone is worth 1/4 of a shop-new item"
That's what swayed me, thought of where did you find 200caps per oil can prices ;D.
Title: Re: Change Repair
Post by: SnowCrash on September 23, 2014, 11:34:31 AM
what the banoodle, 190 engineering?! you're crazy. I barely have 95% engineering, it takes forever to raise your skill.

also leather jacket/armor are tier 2s, also Max engineering to craft something is 130%?
when i say low tier i was refering to items with that low tech trait i was speaking (not actual tier 1 items), which should be lether armors/jackets even metal mk1, and most of basic tier 1/2 weapons

And yes 190 would be required to craft/repair high tech items (power armors, and that kind of high tech stuff)
But i agree that level those skills its really slow rigth now, there are also some post 24 perks that increase those skills
Title: Re: Change Repair
Post by: Myakot on September 23, 2014, 12:23:26 PM
Lvl'ing those ALONE is hard, I doubt that crafting a piece of T3 will be possible to loners. At least now right at the start.
Title: Re: Change Repair
Post by: Perteks on September 23, 2014, 01:08:58 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
Title: Re: Change Repair
Post by: wojciech on September 23, 2014, 01:36:38 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

You can obtain legendary weapon :D
Title: Re: Change Repair
Post by: Perteks on September 23, 2014, 01:43:28 PM
And very ease lose it :P
Title: Re: Change Repair
Post by: Darvin on September 23, 2014, 03:35:00 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
Title: Re: Change Repair
Post by: baskila 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.
Title: Re: Change Repair
Post by: Perteks on September 24, 2014, 01:27:22 AM
Broken armors after few hours of play are practically not a problem
Title: Re: Change Repair
Post by: Myakot 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)
Title: Re: Change Repair
Post by: baskila 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?
Title: Re: Change Repair
Post by: RazorRamon 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
Title: Re: Change Repair
Post by: Deathproof 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.
Title: Re: Change Repair
Post by: Gimper 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.
Title: Re: Change Repair
Post by: MuchaChota 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
Title: Re: Change Repair
Post by: mAdman 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?
Title: Re: Change Repair
Post by: cirn0 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.
Title: Re: Change Repair
Post by: MARXMAN 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.
Title: Re: Change Repair
Post by: Myakot 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 :)
Title: Re: Change Repair
Post by: mAdman 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
Title: Re: Change Repair
Post by: Perteks 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
Title: Re: Change Repair
Post by: mAdman 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.
Title: Re: Change Repair
Post by: Myakot 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 ^^