Hello,
I've read this topic from the beginning until now...
In general i am the opinion - like all in this thread - the repair skill has to change in some way. But before that we should analyse the system as it is.
Like mentioned here several times, you have the repair-skill with a max. of 5 levels, where each additional skill-level costs more points but you get more points at higher character-levels. Without periodically repairs your gear (especially the weapons) wears off and needs a higher repair skill when the damage is grater (or in Diablo words: less percentage of overall durability needs a higher repair skill level).
So, but what is the repair-ability in reality? Since we do have a crafting-ability to manufacture/refine/improve things, repair does mean what it means: repairing broken things, or more likely
maintain things. so with low levels(1 and 2), all you may do is maintain the things in working condition. But even then you have to eventually call a real mechanic (3 to 4 out of 5 points) who has the
proper tools (and maybe a workshop).
That said, most suggested systems would destroy the realistic approach of DOS. Larian goes new - or at least unconventional - ways for some essential mechanics of classic turn-based tactic RPGs. Don't destroy that by going the most comfortable and direct way.
Of course a "broken" sword is harder to repair than a sword which just needs to be sharpened and some grease now and then. In my opinion you never get an item over 100% with simple repairing skills. Even making something as good as new is nearly impossible. "Repair" means without changing major parts...or at least u should have some parts and not just a hammer.
So in my opinion the system for the repair-skill just needs some fine tuning, like
- make the repair (and identify) level of NPCs visible in barter screen - and maybe don't give a drunken archeologist in a tavern a skill of 4 out of 5 or let him at least stand outdoors^^
- feedback when weapon gets under certain value and tooltip at how much points u need a better skill (u all know the little "puppet" in Diablo 2 on top left or right edge showing worn off items in white to orange to deep red color...something like that would be nice
- maybe replace values with words (from "condition as new" to "scrap" in maybe ten steps)
- let the items get to "as new" condition under the effort of additional resources and maybe the crafting skill (e.g. repairing from 70% to 100% with 2 points in crafting and 5 in repair) and/or stationary devices (a workshop like for crafting).
This solves the problem of not changing too much and makes permanent durability loss temporary so if you really want to use that exactly "special sword of your grandfather" instead of buying a fancy new one because it gives you "+5 on talking to ghosts", this would be possible but expensive, its a RPG so a little fantasy isn't bad and people tend to set their heart on special items...
- maybe split magic and normal weapons in different skill requirement levels (e.g. 4-repair/1-crafting for 100% normal Weapons and 5/2 for magic Weapons)
- for the needed materials you can use simple things like scrap from metal/leather/wood and/or some rope/string...
- instead of making consumable tools make different tools for different types of gear, and maybe different quality stages, or magical tools or whatever. maybe combine the resources needed for full repair and the tools for maintenance, load the tools/toolbox with replaceable scrap or something like that, i could imagine one tool for metal weapons/armor, one for leather armor/mostly wooden weapons, one for cloth armor and maybe special tools for magic or rare items, you could also make tools for every level of the repair skill (but maybe too much would be overkill)
- make (special) repair tools more rare/expensive, why the heck would a lockpick tool be more rare than special repair tools when they don't wear off and lockpicks actually do every time
- i could live with the "wearing off repair tool - approach" either, it's just not so realistic than actually use resources which fit for the item, u already have all resources because of crafting system
- remove this 75% reduction PERK and give some fighting skills an impact on the durability loss
- general adjustment on durability loss during repair, one example: With 1 level of repair i would have "repaired" an item below his actual value, it was 47/60 and repaired 42/42...like shown in the screenshot first post, 1 point damage but repair brings it down to 2/3 of max durability? And the Guy with 4 or 5 points actually repairs it way better, the difference for having one level more is too big.
So in that last point we all agree i think, why should the item become less durable after a repair/maintenance? Of course when i have to "repair" a leather cap with a hammer it could make sense ;D
Where we get to the crafting-topic.
I actually like the crafting of DOS although its a pain sometimes with no clear inventory or at least a sort function. (filter on the left are useless because i need to switch between categories when i craft something in the inventory. Best way for inventory crafting - like its actually implemented - is to open another inventory window from same guy.
I will now describe how crafting works and what in my opinion is problematic:
The crafting-process always contains exactly 2 Items, in- or outside the inventory doesn't matter. You just need the character with the crafting skill selected. Then you drag and drop one item onto the other (which on which doesn't matter). When both items are compatible and you have the proper skill level it takes ~3 seconds and your 2 items become one, otherwise they swap position in the inventory.
Problem is there is no central place or system where the fabricated items go. Some go in your inventory (2 combined inventory-items), some go in the environment (inventory-item combined with one in the environment). Apart from the general stacking/sorting issues you always search for the knife, the mortar and the hammer, could be solved via the shortcut bar though.
Also that you have to drag and drop for every step again is annoying. Why not ask when i drop one stack onto the other: "how much to combine?".
In general it's a good trade-off between usability and complexity. Would they add the feature for combining more different (~4) resources in one step/tool, you would have the base for minecraft-like generic gameplay (along with the great Physics engine).
You may sharpen most swords and axes at the whetstone, reduce movement-penalty of metallic torso-armor at the anvil, upgrade defense of leather armor at a campfire and basically upgrade or enhance most armor parts, but the system lacks a nice tutorial. When you want to make books as recipes don't make all books as items with the same icon, instead make a logical sortable system like the quest-log where recipes are in a clear structure (u even have some sort of library in the hideout, would be perfect).
There is not enough overall feedback for the player especially at the crafting topic, also at item descriptions or the altering of items in general.
I would alter the drag and drop system by giving every tool in the environment like anvil/campfire/oven a little 2x2 (or 1x1 when u don't want more than 1 resource) inventory to better manage crafting especially by using right click (or double left click) instead of drag and drop items from inventory to the environment because the inventory-window overlaps half of the screen which makes it bad to handle. Also it would enable dropping item-stacks at the tool.
And for the lock picking topic:
I think it's more or less useless, there are keys for nearly every lock in the world available, often exactly in front of the door/chest. Lock picks are expensive, nowhere to buy anyways and wear off after usage, what is ridiculous, they should wear off when failing to open the lock and after excessive use maybe 10 picked locks. I think pick pocket is way more useful than pick lock. Or use both but often the person has a key for the most doors in his home...and wooden doors break under fire and axes.
The only issue with breaking a door is the noise and time it takes, picking a lock is over after 5 seconds, good for sneak mode, burning or smashing the door maybe attract guards and/or enemies of all sort. Take the door with the magic lock at the harbor-warehouse for example - aside it's a magical lock and not pickable with pick lock skill (at least i think it's not possible) - u may tell the one guard what the other thinks and create a distraction for the commanding officer right in front of the door, the short time of this distraction though don't let u burn or slap the door...like i said besides u just have to cast a spell where actually lock picking would make more sense...
So yes, you will have to implement and use doors not pickable (Quest/Trigger doors) and doors not breakable / immune to magic. (i think of metal and/or stone doors immune to magic...problem solved, else picking locks would be totally useless with a mage in party).
There is an implied gradient over the range of numbers, rather than it being all black and white.
This.
Problem is the computer actually just sees black and white (one and zero), so adapting the reality to a binary system of numbers and logical conclusions isn't trivial.