Kiirion wrote:Less snarky and more productive responses please Landsknecht, or i'll simply ignore the comments.
My comment was perfectly productive, Kiirion, you asked for thoughts and my thoughts were that the idea was bad and doesn't add anything meaningful. Now that you added some more concrete bits to chew on...
Kiirion wrote:I don't actually see repair bills exceeding 20 gold, except possibly following a death. Fully broken gear at 0%, all questeq..maybe 75?
Kiirion wrote:10-20 gold a burden in a game where one mob drops 10-20 gold? Figure out a better way to make gold.
So, equipment breaks down after a while, you repair it for a pittance. A single piece of equipment sold at Grank can cover the cost of repairs a hundred times over. What, then, is the purpose of a gold fee so insignificant all but the most newbie players would never possibly feel squeezed or dented by it? Even if fully broken quest EQ was 100 gold a piece to fix
, you're still looking at under 2k to full repair, or a piece or two of boss eq at Grank. The only time this may ever have an influence in anything is...
1. You're PKing
2. There are abilities that degrade equipment
3. They are used sufficiently to heavily degrade your equipment
4. You're wearing enough degradable equipment
5. We're in the imaginary land where each 0% questeq costs 100 gold to fix.
At that point, maybe a 1k hypothetical cost to keep your stuff maintained would have a major impact on the game. As it is, the only person feeling 75 gold is the newbie in full quest.
Why not make it free? Why not make it cost more? An alternative cost that isn't gold? What does the minor gold fee do for the player or the game? When they see the minor gold fee, what are we wanting players to think or react? If there's no reason, just is, and is a thoughtless action, then it's cruft.
Kiirion wrote:So you lose 2 hp during a fight with the hydra, horror, miner, ulrethar and dardinas...is that an end of the world moment, or simply an "Oh, my stats dropped by 2 hp, might need to repair soon?"
Do things degrade simultaneously, or one piece of equipment at a time? Do all stats on questEQ degrade at once, or only one stat until it's 0 before the next one gets lowered? Is it a straight scaling of 0% to 100% effectiveness? For smaller stats in the 1-6 range (saves, stats, hitdam, etc), do they immediately lose one at 99%, or only at certain thresholds? Can a stat reach zero? Negatives? All of this affects the value of a given piece of questEQ, among other questions I've probably missed. It's also the difference between "My stats dropped by 2 hp" and "My stats dropped by 15 hp, 8 mana, a couple saves, and a bit of hitdam, and I'm no longer max strength".
Kiirion wrote:the intention is to be able to go quite a few(4, maybe 5? to be determined) fights without the damage getting to any significant level
So, we have a system where, every 4 or 5 fights, your equipment will reach a significant enough level where you might want to go and pay under 100 gold to fix it. If it's quest EQ, your stats will be gradually dinged until it's fully repaired.
1. Four or five fights, this is a decent amount of bossing before I end up getting bored with it myself.
2. The gold cost is minimal. Its impact on the economy is not going to be a whole lot compared to gold coming in, so as a goldsink it's a drop in the ocean. Tradeskills sink gold better, if anything.
3. Play-by-play the stat drops are minimal. I lose a couple stats fighting a boss, then, once the danger has passed/I flee its room, I can restore it to perfect quality. Barring extreme situations either in PK or mprogged to have occur, this has next to no impact in the PvMing mindset. In fact, the extent of it might be going to repair in addition to vendors/Otho.
The goal is to cause people to think about their equipment. Your proposal is a system that has minimal cost, minimal play-by-play stat impact, as said by yourself.What is this doing?
What about any of this will cause players to think about their equipment beyond rote maintenance? It adds to what players think about with equipment, but what does it add
? What makes me giddy about a low-cost, low-impact repair system I check in on every once in a while? What about this system really enriches the decision-making about equipment?
The only possible thing I can see to make equipment repair a serious factor in equipment choice and usage would be if repairs themselves were difficult to do somehow. With a low gold cost, it'd likely be time or accessibility.
Your two suggestions were more thought for PK than PvM. If this is supposed to be a PK change, great, make it only when players attack other players and probably up the gold cost (like I talked about above) to make maintenance a notable factor in PK battles. It might even shorten fights, who knows, or make PK an even more difficult to get into because of the gold cost for it. Up in the air about that.
As-is, it might cause a spark of thought once in a while, but by and large is thoughtless.