Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 4 of 5 1 2 3 4 5
Joined: Apr 2014
X
apprentice
Offline
apprentice
X
Joined: Apr 2014
Repair seems to be designed as nothing more than a dump for ability points, since you quickly run out of useful places to put them. Level 5 repair is pretty much a necessity, so it is not an option.

I honestly think we should have an entirely new ability category called Trades.

Repairing should be changed into Blacksmithing for metal weapons and equipment, and level 1 Blacksmithing automatically comes with the ability to repair metal to 100% with a repair hammer. Increasing blacksmithing increases the weapons and armor you can create.

Crafting can be used for material/wooden/animalhide armor and weapons such as staves, bows, crossbows, etc, as well as repairing them with a Needle (material) or Knife (Wood).

Jewelling can be used for creating rings and amulets, as well as repairing them with a Chisel (or whatever).

Enchanting can be used to enchant the items made from the other trades with various attributes, and can convert an plain weapon/staff into an elemental one. Enchant could potentially give access to a spell that allows you to repair enchanted items.

Last edited by Xendran; 09/04/14 02:25 AM.
Joined: Mar 2014
M
addict
Offline
addict
M
Joined: Mar 2014
Originally Posted by Ragnin
Also having to open my inventory to repair everything after every fight is too much micromanagement as well. It may be quick but its not fun or interesting and so detracts from the experience and enjoyment of the game.


Exactly - there's no strategy or brain use involved in repeated clicking on hammers and equipment after every battle; every player will get the same result after each tedious and often-repeated clickfest, every time, so it just detracts from other aspects of the game that are actually challenging/interesting. Hence my "repair all" suggestion. As Repair is currently implemented at least, that option wouldn't dumb the game down - it would actually remove the dumbness. wink

Mind you, I'd actually much rather Repair be fixed/made more interesting instead anyway - just saying.

Joined: Oct 2013
enthusiast
Offline
enthusiast
Joined: Oct 2013
I am actually for completely removing the repair and durability "feature" ... it has a place in games where such decay is used as a money sink and punishment mechanic for death, but what's the point in D:OS ? All this does is make useful items useless, that is not improving or adding to the gameplay in any way imo. Especially not considering loot is absolutely finite in D:OS. But money is abundant...

Meaning all it does is add to the micro management element, and one that is 0 fun to boot.

When it comes down to it the repair skill is skill-point-sink.... and as such it does certainly not do whatever it was the repair/durability mechanic was supposed to add to D:OS

Joined: Apr 2014
S
stranger
Offline
stranger
S
Joined: Apr 2014
I agree that the repair aspect of gameplay needs to be looked at. I do like the idea of keeping it in the game but items degrade so fast it is quite tedious at the moment to fix your items.

When I first started the game I didn't realise my items were degrading beyond repair - I now have some really good weapons that are now useless as nobody can repair them (level 5 repair needed). Also when repairing them myself the durability goes down which I don't quite understand.

A repair all function would be good, also i find it really tedious to have to click each item to be repaired by the one character in your party that you have bothered to put any repair points into. There must be a better way to handle repairs and streamline the process.

Perhaps the town could have a blacksmith in the market that is capable of repairing all weapons at a cost of course depending on the amount of repair and uniqueness of the weapon?

Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
Originally Posted by SDP80

Perhaps the town could have a blacksmith in the market that is capable of repairing all weapons at a cost of course depending on the amount of repair and uniqueness of the weapon?


The town absolutely needs a blacksmith. Unfortunately, the Blacksmith left town or died and his house is abandoned.

Larian, for some reason, decided that the only two dedicated weapon/armour merchants would be Esmerelda and Anna, both of which can end up out of commission - Esmerelda in jail and Anna leaving town right after the Sparkmaster. There MUST be someone in town who has Repair 5 if the current system of "red line" repair will stay the same.

Joined: Mar 2003
veteran
Offline
veteran
Joined: Mar 2003
Originally Posted by eRe4s3r
I am actually for completely removing the repair and durability "feature" ...

I am too!

I'am glad to find good Weappons! But after some fights I can't use them because of durability! I can't repair it because durability is sinking down to about 50%

Blackmith maybe good, if he can rapair fast, cheap and full!



Alixdragon -==(UDIC)==-
Der einzige Mensch, der Dir im Weg steht, bist Du.
Joined: Feb 2014
F
apprentice
Offline
apprentice
F
Joined: Feb 2014
Originally Posted by Stabbey

The town absolutely needs a blacksmith. Unfortunately, the Blacksmith left town or died and his house is abandoned.


GO TO THE BASEMENT

Joined: Apr 2011
veteran
Offline
veteran
Joined: Apr 2011
I would also be down with durability being completely gone, btw.

Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
Originally Posted by Fedayin


GO TO THE BASEMENT


I've been there. There's a journal, but that's all I saw.


Joined: Jan 2014
Gyson Offline OP
veteran
OP Offline
veteran
Joined: Jan 2014
I believe at one point Robert the Mortician acknowledges that he was the owner of the blacksmith shop before it closed, no? I'll have to check his repair skill.. it would be pretty funny for him to be the only high level repair man in town when you're faced with the decision of having him jailed.

edit: Ignore that. He's talking about another house, not the blacksmith shop. I got confused because he describes it as a place that was overrun with undead, and the journal in the abandoned house's basement complains about the same thing.

Joined: Apr 2014
E
stranger
Offline
stranger
E
Joined: Apr 2014
How to fix repairing while bashing chests and doors still causes a steep penalty:

1. Allow users to repair and not lose durability, or at least have a minimum durability.
2. Beating a chest or door either rolls a percent to break weapon OR beating a chest or door lowers the durability of the weapon itself.

Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
Okay, I've got another variation on my previous ideas, but one which shouldn't require you to carry around dozens of hammers:

Each use of a Repair Hammer repairs some amount of an item's max durability. It's late and I'm tired, so I haven't decided how much it should repair exactly. 5/10/15/20% of Max durability? Not sure...

Repair Hammers start out with 100 durability. When you Repair, it consumes the charges of the Repair hammers in inverse proportion to your Repair skill:

At Repair 1, a hammer consumes 5 charges per use (20 uses).
At Repair 2, a hammer consumes 4 charges per use (25 uses).
At Repair 3, a hammer consumes 3 charges per use (33 uses).
At Repair 4, a hammer consumes 2 charges per use (50 uses).
At Repair 5, a hammer consumes 1 charges per use (100 uses).

This means that you can transfer hammers between characters without having to do complicated calculations and checks, but the one with the highest repair skill will get the most out of them. Because even Rank 1 hammers get 20 uses (instead of 1), it means you have to carry fewer hammers with you.

The exact numbers may need tweaking, but other than it going against Gyson's insistence on keeping a punitive red-line, how does the general idea sound?

Joined: Jan 2014
Gyson Offline OP
veteran
OP Offline
veteran
Joined: Jan 2014
Originally Posted by Stabbey
Okay, I've got another variation on my previous ideas, but one which shouldn't require you to carry around dozens of hammers:

Each use of a Repair Hammer repairs some amount of an item's max durability. It's late and I'm tired, so I haven't decided how much it should repair exactly. 5/10/15/20% of Max durability? Not sure...

Repair Hammers start out with 100 durability. When you Repair, it consumes the charges of the Repair hammers in inverse proportion to your Repair skill:

At Repair 1, a hammer consumes 5 charges per use (20 uses).
At Repair 2, a hammer consumes 4 charges per use (25 uses).
At Repair 3, a hammer consumes 3 charges per use (33 uses).
At Repair 4, a hammer consumes 2 charges per use (50 uses).
At Repair 5, a hammer consumes 1 charges per use (100 uses).

This means that you can transfer hammers between characters without having to do complicated calculations and checks, but the one with the highest repair skill will get the most out of them. Because even Rank 1 hammers get 20 uses (instead of 1), it means you have to carry fewer hammers with you.

The exact numbers may need tweaking, but other than it going against Gyson's insistence on keeping a punitive red-line, how does the general idea sound?

So.. let's imagine that "red-line" they currently have in place is removed (and, of course, the permanent durability loss). What you're essentially creating at that point (with this design) is a skill where more ability points spent = more savings via Repair.

How meaningful that is depends on how easy money is to come by. Since MOBs don't respawn in Divinity, that also means there is a limit to the amount of gold available, and thanks to the RNG some people can empty every container in a town and never run across a gold piece. Tilt that ratio too far one way and the potential savings aren't enticing enough. Tilt it too far the other way and everyone needs to get the skill.

The other thing is that NPC repairs have to be more expensive than a player repairing his own gear (otherwise, what's the point), so that has to be figured into the balance as well.

Joined: Jun 2013
addict
Offline
addict
Joined: Jun 2013
I can't believe there are 4 pages about this repair/durability stuff.
This is a perfect example of how shallow the world interaction system is, and that not thoughts went into this beforehand.
Lack of imagination is striking.
Many people will be very disappointed about this, once they scratch the paint.


Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Joined: Jan 2009
veteran
Offline
veteran
Joined: Jan 2009
Originally Posted by Gyson
[/quote]
So.. let's imagine that "red-line" they currently have in place is removed (and, of course, the permanent durability loss). What you're essentially creating at that point (with this design) is a skill where more ability points spent = more savings via Repair.


Yes, just as more ability points spent into Loremaster also = more savings via Identify.

Obviously yes, the amount of gold you can acquire should be balanced, which is something that has to be done anyway.

Joined: Mar 2014
M
addict
Offline
addict
M
Joined: Mar 2014
Again, all of these suggestions would be much better than the current beta system, but as Gyson implied, the only difference between level 1 and level 5 Repair under this Stabbey system would be the former would need to buy X more hammers than the latter in order to maintain all equipment in mint condition. That is a noticeable difference (albeit depending heavily on the availability of both gold and repair hammers in the final game build), but it just doesn't seem to give much of an incentive (or gameplay interest) to increasing the ability beyond level 1.

That's why I would again suggest (either instead of, or in addition to, Stabbey's suggestion) something like higher levels of Repair allowing you to repair higher value/more "complicated" (e.g. magic/legendary/etc.) equipment, and even slightly improve the equipment (in a way that wouldn't obviate the need/incentive for Crafting) at the highest level(s). I'm intentionally avoiding charts/stats here; I just want to throw the general concept out there.

Joined: Dec 2012
Moderator Emeritus
Offline
Moderator Emeritus
Joined: Dec 2012
Hi guys,

I apologise in advance if this has been proposed and discussed before (I have been skim-reading the four pages), but here is my humble contribution to this thread:

A certain repair skill level would allow to repair only certain items (level 1 repair for common gear, level 2 repair for magical gear, level 3 for rare... and so on). In addition, if you have a certain repair skill the merchants should offer you a discount for repairing gear which requires a higher repair skill than you currently have ("Since you can do basic stuff yourself, let me just fix these few enchantments which are too difficult for your skill and charge you only the price for these few enchantments.") So, if you have a rare longbow and only level 2 repair, then the merchant would charge you less for repairing this bow than in the case when you do not have any points at all in repair.


Of course, repair would still require a hammer the durability of which should decrease. But the durability of items would be always restored to 100 % when repaired.

Last edited by Elwyn; 11/04/14 12:11 PM.
Joined: Mar 2014
M
addict
Offline
addict
M
Joined: Mar 2014
Originally Posted by Elwyn
A certain repair skill level would allow to repair only certain items (level 1 repair for common gear, level 2 repair for magical gear, level 3 for rare... and so on).


Yeah, this is something I'd also like to see - see my last post. Buuuut...

Originally Posted by Elwyn
In addition, if you have a certain repair skill the merchants should offer you a discount for repairing gear which requires a higher repair skill than you currently have


This is something new, and sounds promising to me; it also would make perfect sense within the system. This may be getting a little too complicated from a Larian implementation standpoint at this beta stage, but in terms of an ideal would-be-cool-to-have mechanic, I really like it.

Joined: Jun 2013
addict
Offline
addict
Joined: Jun 2013
Quote
This may be getting a little too complicated from a Larian implementation standpoint at this beta stage

Anything beyond 5 is too complicated for Larian anyways.


Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Joined: Mar 2014
M
addict
Offline
addict
M
Joined: Mar 2014
Originally Posted by Cromcrom
Like we say in my branch, work days last 24 hours, and then, there is the night.

I sometimes wish there was some kind of retribution for delaying things for too long, and hurting people's feelings and tries at self-control.

It feels like being an impotent hostage. God I Hate it.

And if I must lose all self control, fuck you, fuck your "amazing" rpg my ass. Last time you steal my money, guys, I will find other ways to get your games. Are you guys trying to win the longest delay award ? Wasn't the game expected in october 2013, before the stupid "gimme your money so I don't have to give a shit about delays " kickstarter thing ?
Polished ? Deep ? My ass. It will never be. The more updates, the more bugs. and there is nothing added yet, no world interactions, no solid skill systems, no days and night, no schedules, nothing beside a stupid AP fight system. Every step in the stupid cyseal is bugged, unbalanced and boring to the bone.
I have better things to do than to wait for the good will of some devs. Better things to do and game to plays. Far better, actually.

And good fans, you can rest on your "perfect Larian" dreams, I won't show my face here anymore to spoil or hurt your little feelings. I know, good riddance. Shared feelings.
End of transmissions.
Desinstalling.


This from March 21. I thought you tired of insulting Larian and everybody else, and finally left. Why are you back?

Page 4 of 5 1 2 3 4 5

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5