Please let us repair armor

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Cajoes
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Re: Please let us repair armor

Post by Cajoes »

Maybe break down obsolete armor into unique gildings?
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Lalaxx
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Re: Please let us repair armor

Post by Lalaxx »

Lalaxx wrote:maybe add repair reserve like in fallout 2. When armor broke for some % points you can repair it for it's durability pool. So like if it's broke for 32% you take those 32% from durability. Each type of armor have their own durability pool. Low tier like leather etc have 50 or 100% durability and high tier from 100% to 200%
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Also add repair fail chance when you just broke armor more if u lack of smithing or sewing skills compare to quality of armor.
So it's add fresh breath to game when you should go to better blacksmith or tailor in towns to repair your armor. :)
Necroliter
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Re: Please let us repair armor

Post by Necroliter »

Lalaxx wrote:
Lalaxx wrote:maybe add repair reserve like in fallout 2. When armor broke for some % points you can repair it for it's durability pool. So like if it's broke for 32% you take those 32% from durability. Each type of armor have their own durability pool. Low tier like leather etc have 50 or 100% durability and high tier from 100% to 200%
Also add repair fail chance when you just broke armor more if u lack of smithing or sewing skills compare to quality of armor.
So it's add fresh breath to game when you should go to better blacksmith or tailor in towns to repair your armor. :)
:? just softcap repaired armor with respective skill (Smithing or Sewing). Why so complicated.
leonideus
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Re: Please let us repair armor

Post by leonideus »

Cajoes wrote:Why not just mash old armor sets together, repairing them with bits of eachother.
i support this, gildable armors such as batcape can already be recycled but they don't get repaired, instead damage from each item is added as i understand potentially making an item that breaks the second it is used. Make recycling for armors as well but instead of adding damage reduce it by remaining durability down to 0.......... or maybe 10 percent if you wanna be all repaired will never be good as new.
pppp
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Re: Please let us repair armor

Post by pppp »

IIRC armors being not repairable is one of pillars of H&H economy. Do not try to be a sorcerer's apprentice.

TL;DR;
Armor decay create a stable sink for various materials. Making armor repairable will close that sink. What are you going to do with excess leather/wax/cloth/ and all types of metal ?
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Fostik
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Re: Please let us repair armor

Post by Fostik »

pppp wrote:IIRC armors being not repairable is one of pillars of H&H economy. Do not try to be a sorcerer's apprentice.

TL;DR;
Armor decay create a stable sink for various materials. Making armor repairable will close that sink. What are you going to do with excess leather/wax/cloth/ and all types of metal ?
Repair ingredients is same sink of materials, and it can be balanced by devs in any way they want
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Granger
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Re: Please let us repair armor

Post by Granger »

Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Hasta
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Re: Please let us repair armor

Post by Hasta »

Granger wrote:Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
+1 to that. Average stats, sum durability capped by maximum for the resulting item quality.
pppp
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Re: Please let us repair armor

Post by pppp »

Fostik wrote:
pppp wrote:IIRC armors being not repairable is one of pillars of H&H economy. Do not try to be a sorcerer's apprentice.

TL;DR;
Armor decay create a stable sink for various materials. Making armor repairable will close that sink. What are you going to do with excess leather/wax/cloth/ and all types of metal ?
Repair ingredients is same sink of materials, and it can be balanced by devs in any way they want
It is not or else there would be no demands to allow it.

Making armor is a sink not only for armor piece materials but also for gilds and is multiplied by failed gilding. It is also sink for XP and sink for crafter service. Repairing mechanics that would amount to the same sink scale would be hated by everyone. Think: failed repairs, losing gilds, losing q, losing whole piece at all and still paying XP for that. Also, q progress makes armor obsolete anyway. Negating armor decay would cause glut at low end of q scale.
Granger wrote:Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
That would amount to super cheap repair by using new empty piece in repair. A nobrainer if the repaired piece has more than 3 gilds.
Any repair process must involve significant cost in XP, doubling with each repair with large chance to fail partially or completely.
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Granger
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Re: Please let us repair armor

Post by Granger »

pppp wrote:
Granger wrote:Repairing armor could happen like recycling normal gear (click one onto an identical one) and return one item with averaged quality of the two combined but the remaining durability of both items (capped by max durability for this item, so one can't dura-supercharge items).
That would amount to super cheap repair by using new empty piece in repair. A nobrainer if the repaired piece has more than 3 gilds.
Any repair process must involve significant cost in XP, doubling with each repair with large chance to fail partially or completely.
Only in case armor is gildable, which most of it isn't (and the items that are already use the normal recycling mechanic).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020

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