Yes, people have been through this back-and-forth before. A dozen times, to be accurate. So far I've yet to see a single alternative that pleases the majority of people without making degradable equipment a pain in the backside, and there's a good chance that said valid alternative won't pop up at all. Just cut the knot (i.e. remove the feature) and be done with it. It's not that the game or the roleplay factor will be diminished in any way whatsoever without it.
A simple Repair All and some interesting side function like rewarding durability upkeep seemed good enough for most
Durability related skills also popped up
The idea of making repair hammers consumables also came up numerous times along side the repair all
Four ideas that make it a non-pain in the back side by letting you just hit a button every once in a while and brought in some actual thinking to make durability not feel tacked on and allow for interesting mechanics
Originally Posted by GrumpyMcGrump
I've already said it before: that repairing your gear in its current form is annoying and pointless is something that everybody agrees upon. As for pleasing the majority of people: you can either do so by removing the feature in its entirety (and it seems to me that the number of people who wouldn't miss it is more or less equal in numbers to the group of people who wouldn't mind a better, revamped system), or you put a better, revamped system in place.
The problem is that for now I've only read things like making repair a secondary skill to invest points in (nvm that we're already skillpoints-starved as it is), equipment that once broken is lost for good, or even talks of an RNG (this again? What's stopping me from quicksaving and quickloading to avoid it? And then what are we gonna do? Restrict save game and loading? For something as measly as an item repair?). In short, all of these ideas have their fair share of flaws which, if implemented, would render them just as annoying as the current iteration, only in a different way.
Just saw this:
- The RNG idea was quickly shot down - I only saw people thinking of adding some repair related stuff to existing crafting skills, so no new tree and there are merchants for those who don't want to waste points - I havent seen any suggestion for complete destruction; only that some people would like the idea of being able o breakdown items into components for crafting
A clear evolution of the system seems more than doable to please everyone to a degree