Update 18.12

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Boris
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Re: Update 18.12

Post by Boris »

Breg wrote:I'm gonna have to ask that Smiths have an option to use the full amount of ingots used to create the item to completely repair elite's this way the economy doesn't have a huge flux and smiths aren't out money for not being able to make new weapons. Basically just like buying a new one and the Smiths can come up with an ultimate price to charge for such amazing repairs to elite weapons or armors. By repairing I also mean completely repairing like the kits did.
I think that's a great idea, except the last part.

I don't think removing item repair kits will boost the market for smiths. Surely item repair kits were handy and nifty, but the bad thing about them was making items last forever. Material (in general) should have a start and an end, it's a natural circle on consuming and using.

What comes to bigger reparis for elites, sure.

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Hilda
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Re: Update 18.12

Post by Hilda »

You should make magical staves repairable by bowyers then, cause last time I checked they weren't.
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Boris
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Re: Update 18.12

Post by Boris »

Hilda wrote:You should make magical staves repairable by bowyers then, cause last time I checked they weren't.
Can't find a problem. Perhaps you mean manastoned staves?

EDIT: Problem found and listed to be fixed asap.

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Vaux27
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Re: Update 18.12

Post by Vaux27 »

So after about 3 repairs of an elite, you need to purchase another?

Yeesh.
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Re: Update 18.12

Post by Kent Strider »

Yeah, maybe at this point we should consider letting items last longer then?
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Boris
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Re: Update 18.12

Post by Boris »

Kent Strider wrote:Yeah, maybe at this point we should consider letting items last longer then?
Mnope, but adding 1-2 repair times is plausible. Durability comes in charges.

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Mike
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Re: Update 18.12

Post by Mike »

It was nice to be able to bring elites back into shape, but with ores being somewhat avalible I guess this works.
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Biggs
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Re: Update 18.12

Post by Biggs »

Ores available...? Woooot! are we the only ones that have asseyd everything??? Currently id say people are forced to wear high end armors wich are made from mob dropped ores.
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Re: Update 18.12

Post by Malron »

This is all amazing progress forward. Just have to input here on the ore situation. I find it to be completely erratic with no rhyme or reason as to why anything is anywhere. It seems a while back most of the veins were moved from the mainland or deleted (also done improperly with many tiles missed or reading incorrectly). The ores available in the amounts and places they are in, in accordance to skill levels and gains in mining and smithing do not make any sense at all. At least in the areas new smiths will be targeting.

Just my opinion.
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Re: Update 18.12

Post by Zaradon »

Malron wrote:This is all amazing progress forward. Just have to input here on the ore situation. I find it to be completely erratic with no rhyme or reason as to why anything is anywhere. It seems a while back most of the veins were moved from the mainland or deleted (also done improperly with many tiles missed or reading incorrectly). The ores available in the amounts and places they are in, in accordance to skill levels and gains in mining and smithing do not make any sense at all. At least in the areas new smiths will be targeting.

Just my opinion.

Totally agreed and i was to post a whine about this nonsense. Most of the veins have been removed and replaced with some odd named "DullCopper" and sheit alike.

Picking mining for smith's is rather much pointless as like 60% high end ores can't be mined anyways, whereas it doesn't make any sense for training HC mining.


And a second thing. Deleting veins just like that wont raise the prices of the market, it WILL affect the prices but it also affects the smith's activity. Think twice before spamming the almighty delete button.
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