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Repairing Gear

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2short2care
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Repairing Gear

I really really really hope that in this game we do not have to go and repair any gear, that is the one thing that I really hate in games. That is why DCUO I do not play that after every battle I have to go back and repair my stuff. So I hope that is one thing you keep out of the game. Thanks. :)

Darth Fez
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Have no fear. CoH never had

Have no fear. CoH never had gear so there was nothing to repair. All signs point to CoT going a similar route.

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Gangrel
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I *personally* have no

I *personally* have no problem with repairing gear.

I do however have a problem with it when the cost becomes a high percentage of what you are earning in a "reasonable" session, or that you have to keep on repairing *every* single fight (or few quests) just to keep it in a "usable" condition.

I guess that this is because I feel that money sinks are generally required in MMO's especially when currency is potentially infinite in generation, so people just keep on accruing money with nothing to spend it on.

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I prefer the "slot" thingy

I prefer the "slot" thingy CoH had infront of gear and such. I loved the fact that there was little focus on gear grinding, and pretty much every enhancement could drop from any foe. You just did what you thought was fun and could still get cool drops. No need to grind the same instance or raid over and over again.

However, 6 slots for each power was a bit simplistic, and there really was just one way to effectively slot each power. I'd rather see a more complex slotting system for each and one power where decisions would matter more.

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Thunder-Puncher
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I -HATED- gear...,

I -HATED- gear...,

- ...it was one of my sincere turn-offs from all the other MMO's because there was always the chance that if I found something I liked how it worked, but didn't like how it looked...or liked how something looked, but it was a crappy piece of gear. CoX got this part right...gear is a costume piece, not something to be found as a 'drop' off mobs. Sure, other costume pieces can be crafted off of mob drops, but overall...you didn't have to repair gear or farm for drops in general. Slotting was a very unique idea concept for it's time...it allowed for customization to fit the players particular play style. Domination to a Controller could be slotted for extended range hold duration, while a Dominator may just slot it to do damage with faster recharge. Even similar powers could end up radically different...for example - I don't know many Super Strength Brutes who actually slotted Footstomp to do knockback, so it gave that character a rare ability that could be easily recognized by the reactions of others... ^_^.

Ellysyn
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-.- hate gear repair. i'm

-.- hate gear repair. i'm always broke in MMOs. And the higher up gear starts costing more to repair per point of damage. This one time I had to pay 50k to repair my gear. o.o And I hate when it breaks and ya in the middle of say a raid or flashpoint or whatever and you aren't anywhere near a vendor and you gotta run alllll the way back just to get repairs. Then run alllll the way back to continue the mishy.

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Dark Ether
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Don't really care for it,

Don't really care for it, especially in this type mmo. It's basically just an arbitrary money sink which tends to discourage a number of people.

(insert pithy comment here)

Eco
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Hate gear and repairing gear

Hate gear and repairing gear especially - boring irritating time and money sink. I want to be reading narrative text and punchibg mobs in the face, not polishing my helmet. :)

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WarBird
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Hearty agreement with the "No

Hearty agreement with the "No Gear" party. My problem was always: "Dang. I'm dead. Okay, respawn with broke gear. Dang, dead again. Respawn with USELESS gear. Dang, gotta go across town to repair. Aaaaand all the mobs I fought through to get to where I died are back! Yay, frickin' yay." If this boss was too tough the first time, How'm I supposed to finish him off with busticated ol' gear?!

umbralwarrior
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Agreed. No gear. Take the

Agreed. No gear. Take the leaf out of CoX's book here. Why would some random mook be holding a better piece of my costume than I'm currently wearing....? :)

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chase
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Gear repair served as both a

Gear repair served as both a "pacing" technique for the game (encouraging you to take time away from the constant grind) and as a currency-sink to keep the economy's inflation managed. It would be possible to counter the inflation with other currency-draining elements (or even limiting currency rewards) and "pacing" is a rather dicy element.

On one hand, it can slow a player from sloughing through content mitigate a gold farmer's activity- if he's got to constantly repair during his daily grind, he has less coin at the end of the day and time spent repairing (or he functions at diminished capacity with broken gear. On the other, it is just... well, un-fun time.

Now, there are plenty of ways to encourage "downtime" or slow the farmer rather than armor repair.

Back in SWG (original) there was battle fatigue- (they had this on top of repair). As you fought, you took battle fatigue. As it built up over time, it affected your battle performance. You'd go to a cantina and watch a dancer or listen to a musician to relieve that fatigue. It was intended to also encourage socialization with the player-dancers and musicians, but that went poorly- people wanting the fatigue relieve and entertainer buffs just wnated them done so they could leave and kinda resented the forced-socialization.

Still, something of that concept could be done. The trick is to make it engaging and rewarding and turn the "penalty" around, applying bonuses instead.
Spidey often did some web slinging to clear the cobwebs from his head. Storm found solace in the clouds.

- define non-combat activities that don't earn coin, but doing them earns a buff that follows you for X time. travel is one, time spent in social spaces like dojos, dance halls, etc could be another. The rampant farmer has to decide between playing without that buff (and possibly earning more) and not earning gold while earning the buff. By including some social elements and some active ones (like the travel power minigames I'd mentioned somewhere else) you don't make this boring downtime. You also let all players not see that time spent not earning XP as "downtime" -- its' a different type of play with its own type of reward.

Fireheart
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I find this idea attractive.

I find this idea attractive. If it is found necessary to mitigate the farmer-grind, this would be a good way to do it.

Be Well!
Fireheart

Xander Cross
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chase wrote:
chase wrote:

Gear repair served as both a "pacing" technique for the game (encouraging you to take time away from the constant grind) and as a currency-sink to keep the economy's inflation managed. It would be possible to counter the inflation with other currency-draining elements (or even limiting currency rewards) and "pacing" is a rather dicy element.
On one hand, it can slow a player from sloughing through content mitigate a gold farmer's activity- if he's got to constantly repair during his daily grind, he has less coin at the end of the day and time spent repairing (or he functions at diminished capacity with broken gear. On the other, it is just... well, un-fun time.
Now, there are plenty of ways to encourage "downtime" or slow the farmer rather than armor repair.
Back in SWG (original) there was battle fatigue- (they had this on top of repair). As you fought, you took battle fatigue. As it built up over time, it affected your battle performance. You'd go to a cantina and watch a dancer or listen to a musician to relieve that fatigue. It was intended to also encourage socialization with the player-dancers and musicians, but that went poorly- people wanting the fatigue relieve and entertainer buffs just wnated them done so they could leave and kinda resented the forced-socialization.
Still, something of that concept could be done. The trick is to make it engaging and rewarding and turn the "penalty" around, applying bonuses instead.
Spidey often did some web slinging to clear the cobwebs from his head. Storm found solace in the clouds.
- define non-combat activities that don't earn coin, but doing them earns a buff that follows you for X time. travel is one, time spent in social spaces like dojos, dance halls, etc could be another. The rampant farmer has to decide between playing without that buff (and possibly earning more) and not earning gold while earning the buff. By including some social elements and some active ones (like the travel power minigames I'd mentioned somewhere else) you don't make this boring downtime. You also let all players not see that time spent not earning XP as "downtime" -- its' a different type of play with its own type of reward.

Uhm... no intent for this to come out brash or anything, but are you posting in the wrong thread or something? what's with all the farmer/gold farmer talk? The OPs post.. and subsequent posts for that matter, have nothing to do with nor mention of either. Furthermore, I think your suggestion would hinder casuals and normal players more than gold farmers, who could for example, just let a character sit around in a social area while they load up another account to continue farming.. swapping back to the first when it's time for the 2nd account to get their "buff".

I get where you're coming from, but honestly man, gold farming was never a big problem in CoX... there was like a 6 month or so span where it TRIED to make an intro, a short time after the release of AE I think it was, and then it was gone but everybody kinda stayed a little paranoid about it. The only thing we need to quell gold farmers is a good reporting tool and a small service team to verify reports aren't made just to grief others, I'm pretty certain the community can take care of the rest.

As far as "gear repair" goes... no thanks. It's something I've always despised in MMOs. Any kind of money or time sink tied directly to player effectiveness like this is a fail in my book. Time and money sinks, IMO, should be implemented through player extras like the auction house, personal housing or non-required advancement (see "incarnate system"), QoL upgrades like bank or storage use and express travel (using trams/teleporters for quick transit) or group oriented content like super group related activities (i.e. buying/building/expanding sg bases and options).

One of the great things about CoX was no matter how much play time you had, you could get something accomplished, whether it was just logging in for 5-10 minutes to check your auctions or 20-30 minutes for a few missions, you could do that. I've played with people who only had like 2 hours a week to play... would they even have bothered if they had to spend half or even 1/4 of that time "fixing gear" or being required to "sit around a social area" or "just fly around a while"? We should let the players decide for themselves when they want to have "down time"

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CoX: @Mystic Cross ; @Pareidolia // CO: @Deadman-X ; @Citymystic // CoT: @Cross ; @D.A.Cross

Last Trader
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I'm also against repairing

I'm also against repairing gear, as it's a money sink sure, but it's not a pleasant or fun one. Not having to repair gear was one of the best QoL features COH had, as it means as soon as you log on you could just go and do your thing. You didn't have to worry about getting weaker as a battle went on to due to gear. Yes you did have enhancements which you could out lvl, but you still had base performance to keep you going til you finished the mission. While with gear, once it's broken that's it you get no more benefit from it and you can be in big trouble. With COH even if you had to replace an enhancement from lvling, the higher lvl one gives you more benefit than the one you out lvled, so you was still improving all the while.

So not having repairing gear makes the game more casual friendly and there are better ways to do money sinks that at the same time can benefit a player so it makes it seems worthwhile and not just one's that maintain what you already have.