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 Post subject: I'm angry
PostPosted: Sun Jan 18, 2009 5:56 pm 
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Hello, I went to happily repair my wonderful cousin's armor today and had the opportunity of being the first to find out that ingots need to be used again to repair armor! Now, at first this really made me angry, but I cooled down and decided to post here about it hopefully having it fixed to what it was when the shard owned.

Please fix.

Best regards,
Yours truely,
The best ever,
I own,

Spawn


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 Post subject: Re: I'm angry
PostPosted: Sun Jan 18, 2009 6:47 pm 
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Armor repair uses ignots because the new system differs from the old one quite a bit.

In the old system, when you repaired armor, all you did was set it's maximum hitpoints to the current. That way it went back to 100%, and full effectiveness.

For example:

In the old system, say you had armor that was half broken, had 50/100 hitpoints.
If you repaired it, it would go to 50/50. So it'd give full value, but it'd still break in the same time.

The new system restores some durability(based on skill), while it decreases the max. So it will actually extend the life of the armor, rather than just making it work back at 100% again. Therefore it uses ingots.

It does use less than making a new suit of armor, given how long the repairs last. I.e. if you don't repair, you'll use more ingots making new armor to last the same time that it would if you repaired it regularly

In laymans terms:
If you repair your armor in the new system, it will last a lot longer than armor will in the old system if repaired.
Likewise, it will end up being cheapear for eveyrone, since a well maintained set of armor will use less ingots over time than making a new set every time it breaks.


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 Post subject: Re: I'm angry
PostPosted: Sun Jan 18, 2009 8:50 pm 
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One word:



Gay


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 Post subject: Re: I'm angry
PostPosted: Mon Jan 19, 2009 6:46 am 
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How so apocalypse?
Maybe i explained it badly, so here's an example.

lets use some made up numbers(not real ones, just ones for an example)
Old system:

a piece of armor is made, has 100 hitpoints, and gets damaged on average 1 in every 25 hits.
So it will last you 2,500 hits, whether you repair it or not
all repairing does is restores it to "full" armor value for awhile

New system:
a piece of armor is made, has 100 hitpoints, and gets damaged on average 1 in every 25 hits.
Repair restores average of 80% of the lost hitpoints. (made up number, not real one)
so if you repair it 5 times when it is half damaged it will last:
1250 hits (50/100 hitpoints remaining, repairing restores 40 hitpoints, putting it at 90/90)
1125 hits (45/90 hitpoints remaining, repair restores 36, putting it at 81/81)
1000 hits (40/81 hitpoints remaining, repair restores 32, putting it at 72/72)
900 hits (36/72 hitpoints remaining, repair restores 29, putting it at 65/65)
813 hits (33/65 hitpoints remaining, repair restores 26, putting it at 59/59)
then if you use it till it breaks
1475 hits (0/59 hitpoints)

Total hits for armor: 6563
This armor, just by being repaired 5 times, has lasted 2.5 times as long as the old system armor did.
And the 5 repairs are not going to take 2.5 times the ingots it would take to create new armors.

So see?
Longer/better armor that doesnt' wear as fast, and yet when repaired still goes back to 100% effectiveness, which lasts longer as well
And if you don't want to repair, you can still just run your armor into the ground and it will still last 2500 hits like inthe old system.


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 Post subject: Re: I'm angry
PostPosted: Mon Jan 19, 2009 4:20 pm 
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Well I still don't like having to use ingots to repair my armor. I'm usually selling the armor instead of repairing it all.


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 Post subject: Re: I'm angry
PostPosted: Mon Jan 19, 2009 5:17 pm 
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/me makes note not to buy armor from spawn.

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 Post subject: Re: I'm angry
PostPosted: Mon Jan 19, 2009 7:15 pm 
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So how exactly does blood rock work with all of this? I'm curious now


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 Post subject: Re: I'm angry
PostPosted: Mon Jan 19, 2009 11:26 pm 
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Echo mentioned bloodrock...made me remember that I have a BR sheild from long before T4A. Will items from the old system work the same way?


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 Post subject: Re: I'm angry
PostPosted: Tue Jan 20, 2009 2:07 pm 
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He made myth work, so I'm pretty sure it'll be transfered.


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 Post subject: Re: I'm angry
PostPosted: Tue Jan 20, 2009 3:35 pm 
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So what we're saying is - we're going to make blacksmiths fail more often, and make armour last longer so that people want to buy less of it? Isn't that a bit unfair on Blacksmiths?

Perhaps it has been forgotten that blacksmiths might want people's armour to break more often so that they buy more; rather than asking for "repair plz!" again and again which may be difficult to assign a price to.

Particularly for high-end armours, blacksmiths are complaining that the fail rate is very high. This means that the ingot-per-armor-set cost is now much higher.

Thus, smiths have to use more ore (and invest more time) to make one set, which means that in terms of economy the price of a set of armour should now be higher.

If people are buying less sets of "new" armour, and the fail rate to produce it is high anyway, then are we are in danger of shortchanging blacksmiths and affecting the economy?]

Making armour last less time, but improving the fail rate, would perhaps be a good balance. People would need to buy armour more often as before, but with a better fail rate blacksmiths could afford to sell the armour for less. At least that way we keep money pumping through the economy.

Not to mention that, for me there was always a certain comedy/danger element associated with having a piece of armour break at the worst possible moment. It's kinda realistic that if you wait ages to repair your armour then it's not going to be anywhere near full strength when you eventually fix it.

More useful would be to have the ability for everyone to view the maximum durability of their armour, perhaps from 1-100 (%). This way at least you will know if someone is trying to sell you a Blackrock heater shield that has been used more than Paris Hilton.

Just my two cents.

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 Post subject: Re: I'm angry
PostPosted: Tue Jan 20, 2009 4:33 pm 
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Thassius wrote:So what we're saying is - we're going to make blacksmiths fail more often, and make armour last longer so that people want to buy less of it? Isn't that a bit unfair on Blacksmiths?

Perhaps it has been forgotten that blacksmiths might want people's armour to break more often so that they buy more; rather than asking for "repair plz!" again and again which may be difficult to assign a price to.

Particularly for high-end armours, blacksmiths are complaining that the fail rate is very high. This means that the ingot-per-armor-set cost is now much higher.

Thus, smiths have to use more ore (and invest more time) to make one set, which means that in terms of economy the price of a set of armour should now be higher.

If people are buying less sets of "new" armour, and the fail rate to produce it is high anyway, then are we are in danger of shortchanging blacksmiths and affecting the economy?]

Making armour last less time, but improving the fail rate, would perhaps be a good balance. People would need to buy armour more often as before, but with a better fail rate blacksmiths could afford to sell the armour for less. At least that way we keep money pumping through the economy.

Not to mention that, for me there was always a certain comedy/danger element associated with having a piece of armour break at the worst possible moment. It's kinda realistic that if you wait ages to repair your armour then it's not going to be anywhere near full strength when you eventually fix it.

More useful would be to have the ability for everyone to view the maximum durability of their armour, perhaps from 1-100 (%). This way at least you will know if someone is trying to sell you a Blackrock heater shield that has been used more than Paris Hilton.

Just my two cents.
The solution to that is to say "f*** you fix your own armor." :lol:

Seriously tho in the case of high end armor the fail rate for smelting is huge. Mining is probably twice as time consuming as it wasbefore and noone is going to want to waste their ingots repairing. The end result will probably be like vacuum cleaners irl, cheaper to buy a brand new one than get it reapaired.


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 Post subject: Re: I'm angry
PostPosted: Tue Jan 20, 2009 9:43 pm 
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Hrm. lets seee...

Situation A:
blacksmiths don't repair armor, or peopel don't want to pay for repairs to high level armors

result: armor lasts the same amount of time as before. No real change except it gets less useful as time goes on.

Situation B:
blacksmiths charge for their work, and people's armor last longer.

result: blacksmiths still make money, and people get armor that lasts longer.

situation c:
blacksmiths give away free repairs and ingots then complain they're poor

result: blacksmiths get sent back to blacksmith school to learn about how to make money. See situation B.


I mean if a blacksmith say has 30 ingots, he can either make a leggings or sell a few repairs
If he sells the repairs for 1/4th the price of the leggings, it's a good deal for both (assuming each repair uses 1/4th the ingots, which it probably uses a lot less).
players extend the life of their armor by quite a bit, and blacksmiths make essentially the same amount of money (or more even, depending).


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 Post subject: Re: I'm angry
PostPosted: Tue Jan 20, 2009 9:55 pm 
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what about using regular iron ingots in all repairs rather than the armour-associated ingot.

So instead of using 1 or 2 valorite ingots to repair a valorite shield, the blacksmith would say have to use 50 iron ingots instead? The blacksmith is only really patching up the armour so the iron ingot theory works and using iron ingots instead of the higher value ingots means that blacksmiths can save the rare ingots/ores more for full sets and get rid of the lower grade ingots that they would hardly use at gm level. Maybe even make bronze/rusty available as well as iron to use in the repairing process?


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 Post subject: Re: I'm angry
PostPosted: Wed Jan 21, 2009 6:50 am 
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Thassius wrote: More useful would be to have the ability for everyone to view the maximum durability of their armour, perhaps from 1-100 (%). This way at least you will know if someone is trying to sell you a Blackrock heater shield that has been used more than Paris Hilton.
I really do like this idea!
GMBob wrote: Situation B:
blacksmiths charge for their work, and people's armor last longer.

result: blacksmiths still make money, and people get armor that lasts longer.
Ultimately I do like this the best as you've laid it out above, however I think that the required number of ingots to perform should be very minimal. I don't really like the idea of using iron ingots for all repairs, because I would think that a real blacksmith would have to use like-type metal for it to bind or fuse to the existing metal. Then again this is a game of course.

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 Post subject: Re: I'm angry
PostPosted: Wed Jan 21, 2009 4:28 pm 
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How about not making mining fail so much then it wouldnt be such a pain in the ass to mine and then you wouldnt have to charge through the ass to reapir it?


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