Business And Economy Archive
Thread: The Fix Repair Petetion
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BlackJango
Thu Feb 03, 2005 5:17 pm
#1
Tired of 99.9909099 Kits failing 8 outa 10 times?
Hate it when that 611 max DE-10 gets silenced by a repair.
*Sorry if this is alrdy somewhere else, if it is, tell me and ill edit all this out*
NetViperX
Thu Feb 03, 2005 5:36 pm
#2
Amen brother, I have recently broken all 3 peices of armorI tried to repair, and my kit is %99.999999. They need to go back to math class for a while, because in any math class I ever took, 99% success rate would mean 99 successes and 1 fail out of 100 attemps. Not 3 fails in a row on a five use item. So far my 99.9999% tool has been more of a 20.0000%, and Im afraid to even use one again withwhats its done too me so far.
Phaelyn
Thu Feb 03, 2005 6:45 pm
#4
NetViperX wrote:
Amen brother, I have recently broken all 3 peices of armorI tried to repair, and my kit is %99.999999. They need to go back to math class for a while, because in any math class I ever took, 99% success rate would mean 99 successes and 1 fail out of 100 attemps. Not 3 fails in a row on a five use item. So far my 99.9999% tool has been more of a 20.0000%, and Im afraid to even use one again withwhats its done too me so far.
I too would like this addressed. But, the system isn't as broken as we seem to think it is. You see, all repair tools for weapons, armor and clothing can indeed be very close to 100%. But that means the TOOL is capable of repairing an item to 99.99% - Not teh player. A player, unless the specialize in one of the professions and gets the repair ability has absolutely no ability. The system SEEMS to be treating this like a player has NEGATIVE ability however. If you have 0 ability, and use a 99.99% tool, the ability SHOULD average to around 49.99% - But, since the system seems to assume a negative ability, the actual rate seems to be around 15-20% repair rate while using an almost perfect tool. As such, these areas need to be fixed:
1) Make sure the system defaults 0 ability at ZERO, not a negative.
2) Fix repair in the professions as well - it's just as broken. If an artisan should have a bonus to insure better repairs - make it worth something. Might actually create a financial boon to Artisans.
3) Make the Repair SEAs actually function.
BigEvilE
Thu Feb 03, 2005 6:45 pm
#5
/sign
although a better idea might be to have an NPC repair your items for you. it could work similarly to the way vehiclesandships are repaired. More specifically each repair would cost a bit of the max condition. the amount of condition loss should be proportionate to it's pre-repair level. For example let's say thatan item is at 50% when you go to have it repaired. well the max condition loss for a 50% item should be about 25% of it's original, meaning thatyour item wouldbe returned to you atsomething like 75-80% of it's original max condition. Also if you wait until the item gets below 10% then a message should pop up saying this item can't be repaired.
Shadine
Thu Feb 03, 2005 7:13 pm
#6
remove item decay for dying. Instead make everything get damaged by the same amounts when a person clones
uninsured 1% - 5% damage per item random, not set.
Insurance is a flat 1% damage to an item.
PVP should be 1% damage to the items insured or not.
when something hits 0 max condition. it becomes <item> Junk.It's only good for salvage at that point (enter alternate recycler use)
then allow people to re-do the applicable quests. If the item that poofed was a quest reward.
And lastly, everything. AND I MEAN EVERYTHING! Medical droids, tool kits, survey tools, crafting stations, everything. Should have a min/max condition. When these items hit 0/max they become disabled until repaired. when the max condition hits zero. Time to buy a new one.
In all fairness to this. Repairs need to change to accomadate these rules. Otherwise this is grossly unfair.
Repair kits have an effectiveness rating. This is how many condition points it will heal per application.
Crafters professions recieve repair multipliers when using repair kit to repair items they can make. (make this progressive, masters can repair a lot more than a novice could)
to determine how much condition is lost from an item during a repair it's simple.
take the total amount of damage before the repair divide it by the damage repaired. Then multiply this % by the total condition of the item. this is how much condition is "unrepairable"
Ex: Rifle 500/1000 condition
500 damage / 250 repaired = 2 then change 2 into 2% and: 1000 max condition X 2% = 20
The Rifle after a repair looks like this: 750/980
*Note that the repair i used in this example would be by at the very least a novice weaponsmith. Crafters know how to properly repair and maintain weapons. Everyone else just has a rough idea.
MudvayneFan
Thu Feb 03, 2005 9:30 pm
#7
/signed
Froma in-game consumer standpoint, I can also say...
There's nothing like the feeling of assaulting some NPCs with a brand spankin new weapon!
ReinerdOne
Fri Feb 04, 2005 4:26 am
#10
Shadine wrote:
remove item decay for dying. Instead make everything get damaged by the same amounts when a person clones
uninsured 1% - 5% damage per item random, not set.
Insurance is a flat 1% damage to an item.
PVP should be 1% damage to the items insured or not.
when something hits 0 max condition. it becomes Junk.It's only good for salvage at that point (enter alternate recycler use)
then allow people to re-do the applicable quests. If the item that poofed was a quest reward.
And lastly, everything. AND I MEAN EVERYTHING! Medical droids, tool kits, survey tools, crafting stations, everything. Should have a min/max condition. When these items hit 0/max they become disabled until repaired. when the max condition hits zero. Time to buy a new one.
In all fairness to this. Repairs need to change to accomadate these rules. Otherwise this is grossly unfair.
Repair kits have an effectiveness rating. This is how many condition points it will heal per application.
Crafters professions recieve repair multipliers when using repair kit to repair items they can make. (make this progressive, masters can repair a lot more than a novice could)
to determine how much condition is lost from an item during a repair it's simple.
take the total amount of damage before the repair divide it by the damage repaired. Then multiply this % by the total condition of the item. this is how much condition is "unrepairable"
Ex: Rifle 500/1000 condition
500 damage / 250 repaired = 2 then change 2 into 2% and: 1000 max condition X 2% = 20
The Rifle after a repair looks like this: 750/980
*Note that the repair i used in this example would be by at the very least a novice weaponsmith. Crafters know how to properly repair and maintain weapons. Everyone else just has a rough idea.
When there was 1% decay on pvp .... no one pvp'd
would you like that again?
psikobunny
Fri Feb 04, 2005 8:30 am
#11
I'd much rather people realize that the 99.999% is simply the quality of the tool and has nothing to do with the effect it has or their skill at using it.
Make the Repair system transparent, not invisible. Have each crafting profession list clearly defined mods for repairs, and have SEAs that help that skill. Give players a process that they can see and makes sense, and stop allowing misinformation like 99% tools to spread. That would be the best change to the game, in regards to this issue.
bluejanus
Sat Feb 05, 2005 9:06 am
#13
BlackJango wrote:Tired of 99.9909099 Kits failing 8 outa 10 times?Hate it when that 611 max DE-10 gets silenced by a repair.*Sorry if this is alrdy somewhere else, if it is, tell me and ill edit all this out*
I thought the percentage on kits was the amount of experimentation, not the chance of success. It's better for things in the game to wear out and break. How's the economy going to work if no one needs to buy anything more?
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