View Full Version : Menders in TS and Nek... Thank you!
ismik
06-23-2005, 09:06 PM
Thanks for adding the menders to Thundering Steppes and Nektulos. It was very annoying to always have to zone to Antonica or Commonlands and run halfway across the zone to get your stuff mended. Loving this change! <div></div><p>Message Edited by ismikes on <span class=date_text>06-23-2005</span> <span class=time_text>10:07 AM</span>
Kirotaan
06-23-2005, 09:16 PM
YAY!<div></div>
Saavedra
06-23-2005, 09:23 PM
<DIV>The menders were added to those zones in response to feedback from the community during the Fan Faire summit and panels. =)</DIV>
DarkfiendLightbear
06-23-2005, 09:33 PM
<P>It's great to see what we talked about allready hitting test/live, not even a month later.</P> <P>Thank you! This was a huge change <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P><STRONG></STRONG> </P> <P><STRONG>Lightbearer Valonstrike, 50th Paladin of Permafrost to Sacred Legends.</STRONG></P>
This is a decent step in the right direction. I know it was basically begged for at FF. I still would like to see the return of the mending kits, perhaps you have to be that level of armor to repair the equipment and you can only repair for 20% each time? You can still charge me the 15g repair costs if you want..as long as I don't have to run daily to the cities for no reason but to repair. Xminos Alldps 50 Assassin Fires of Heaven Permafrost <div></div>
roarfrost
06-23-2005, 10:42 PM
<DIV>Nothing is ever good enough for some people.</DIV> <DIV> </DIV>
Saavedra
06-23-2005, 10:48 PM
<DIV>There is internal discussion about bringing back the mending kits. I don't know if this will happen, or when, but I know it has been brought up multiple times in the past week.</DIV>
<span><blockquote><hr>roarfrost wrote:<div>Nothing is ever good enough for some people.</div> <div> </div><hr></blockquote>You expect menders in noobie zones to be "good enough" for level 50 players? Explain, because frankly dont see the benefit, although I do see the benefit of mending kits.</span><div></div>
kaoriknigh
06-23-2005, 11:34 PM
<DIV>Mending kits would definitely be nice for instances like Spirits of the Lost and potentially Tremblar (although to a much lesser extent) and also for learning new encounters. Its especially frustrating if you're in Sol Eye learning the new Nagalik et c. and have to repair, come back, try again and so on. However something like that would drastically affect the mechanics and intent of epic raid zones and other things so I'm sure it would have to go under much consideration. While something like that would be appreciated and make things easier-- raiding guilds have learned to live around it.</DIV> <DIV> </DIV> <DIV>Regardless, I think its a great change having more menders in Tier 3 overland zones... definitely a huge help!</DIV>
<DIV><BR> <BLOCKQUOTE> <HR> Enegar wrote:<BR><SPAN><BR> <BLOCKQUOTE> <HR> roarfrost wrote:<BR> <DIV>Nothing is ever good enough for some people.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE>You expect menders in noobie zones to be "good enough" for level 50 players? Explain, because frankly dont see the benefit, although I do see the benefit of mending kits.<BR></SPAN> <P><BR></P> <HR> <P>Everyone goes through TS and Nek docks multiple times a day if youre raiding, theres clearly a benfit, albeit small since mending in town when you use call every other raid or so is just as easy.</P> <P>Mend kits would be much nicer, especially if raids are going to be more like the froglok raid in the future (which I hope). People work to hard and devote to much time to their gear / characters to have armor quality levels be the determining factor on when they have to 'give up' for the night. Especially when bugs attribute to AQ loss just as much as a bad pull or a bad strat.</P></BLOCKQUOTE><BR></DIV>
Rigormortises
06-23-2005, 11:49 PM
I would like to NOT see mending kits, Half the fun of the spirit of the lost zone is can you make it through with all your armor! <div></div>
<DIV>It's definitely fun when a mob warps under the world and wipes the raid, taking 10% of everyones AQ, for sure.</DIV> <DIV> </DIV> <DIV>You learn to deal with it and pull a different way, to a different spot, or dont pull at all etc.. But thats one less try you got last week, which isnt fun.</DIV>
Gaige
06-24-2005, 12:06 AM
<BR> <BLOCKQUOTE> <HR> Enegar wrote:<BR><SPAN><BR> <BLOCKQUOTE> <HR> roarfrost wrote:<BR> <DIV>Nothing is ever good enough for some people.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE>You expect menders in noobie zones to be "good enough" for level 50 players? Explain, because frankly dont see the benefit, although I do see the benefit of mending kits.<BR></SPAN> <BR> <HR> </BLOCKQUOTE> <P>What they have to be careful about is destroying the newbie cities, a la Star Wars Galaxies. If players can do every single thing out in the world or whatever, they have no reason to ever go back, and then the newbie cities feel dead.</P> <P>Not that I care either way, whatever works, works.</P> <P>But I think TS and Nek are fine considering they are major hubs of traffic to most other zones.</P> <P>But yeah, its good to have a reason to hang out in the city (I repair in WW and I shop in QH). It makes the world feel more alive imho.<BR></P>
<span><blockquote><hr>Gage-Mikel wrote: <blockquote> <hr> Enegar wrote:<span> <blockquote> <hr> roarfrost wrote: <div>Nothing is ever good enough for some people.</div> <div> </div> <hr> </blockquote>You expect menders in noobie zones to be "good enough" for level 50 players? Explain, because frankly dont see the benefit, although I do see the benefit of mending kits.</span> <div></div> <hr> </blockquote> <p>What they have to be careful about is destroying the newbie cities, a la Star Wars Galaxies. If players can do every single thing out in the world or whatever, they have no reason to ever go back, and then the newbie cities feel dead.</p> <p>Not that I care either way, whatever works, works.</p> <p>But I think TS and Nek are fine considering they are major hubs of traffic to most other zones.</p> <p>But yeah, its good to have a reason to hang out in the city (I repair in WW and I shop in QH). It makes the world feel more alive imho.</p> <div></div><hr></blockquote>Yeah, that is a good point. Not that the EQ2 starting cities feel "alive" right now anyway, but that's another story.</span><div></div>
NamaeZero
06-24-2005, 12:50 AM
<DIV> <BLOCKQUOTE> <P></P> <P></P> <HR> <P>Gage-Mikel wrote:<BR><BR>But yeah, its good to have a reason to hang out in the city (I repair in WW and I shop in QH). It makes the world feel more alive imho.<BR><BR></P> <P></P> <HR> <P> </P> <P>Why not mend in Qeynos Harbor, though? There is a mender just east of the bank inside the Steel Warriors Hall, I think.</P></BLOCKQUOTE></DIV>
Gaige
06-24-2005, 01:35 AM
<P>Because I usually call to the WW and repair, mess with my bank, check my room, then go to QH for the brokers and stuff.</P> <P>Just works out that way.</P>
Zcore24
06-24-2005, 02:50 AM
I'm with Gage on this...I do the same thing <span>:smileyvery-happy:</span> Z <div></div>
Errie_Tholluxe
06-24-2005, 03:26 AM
No to mending kits ! However...letting armorers and weaponsmiths repair armor... I love the new menders btw, and think they solve almost all of the problems I have in running back from Zek or EL. Heck even EF is just a double zone away. <div></div>
Mortei
06-24-2005, 01:06 PM
<P>I understand that you want to have a mender in your pocket when you're out adventuring, but cant have too many of them either. Why not add something to outfitters that make them able to repair out in the field? They would have to bring their field-kit that would cost alot, and players could right click them, and request repair - they would have to accept and the costumer could add some money.</P> <P>Could make this alot more expensive than a mender in town, and would require some tools and resources, but when deep inside Solusek's Eye and getting naked because you died, it would be a nice option, takes you quite some time if you have to call to town and return.</P> <P>Can live without it, but it would be a realistic and good option for the fun of everquest.</P>
GilfalasElaandrin
06-24-2005, 07:12 PM
<BR> <BLOCKQUOTE> <HR> Gage-Mikel wrote:<BR> <P>Because I usually call to the WW and repair, mess with my bank, check my room, then go to QH for the brokers and stuff.</P> <P>Just works out that way.</P> <BR> <HR> </BLOCKQUOTE><BR>Gage, odd question but why not just pop into the tradeskill instance in WW and check the broker there? Seems to me it would be a big time saver. Unles you mean you go to QH and check the black market broker. In that case I can understand.
Nurta
06-24-2005, 09:36 PM
<BR> <BLOCKQUOTE> <HR> GilfalasElaandrin wrote:<BR><BR> <BLOCKQUOTE> <HR> Gage-Mikel wrote:<BR> <P>Because I usually call to the WW and repair, mess with my bank, check my room, then go to QH for the brokers and stuff.</P> <P>Just works out that way.</P> <BR> <HR> </BLOCKQUOTE><BR>Gage, odd question but why not just pop into the tradeskill instance in WW and check the broker there? Seems to me it would be a big time saver. Unles you mean you go to QH and check the black market broker. In that case I can understand. <BR> <HR> </BLOCKQUOTE>Well IMO, from QH if you're flagged for zones you can just buy your ticket there and pop to anywhere. It's much more convienent. QH has great convienence with the broker(s) being close to the bells, only thing it's missing is a closer bank <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> I pretty much do exactly what Gage does, "call home", mend, run to bank and zone back over to QH to peruse and mingle. It's about the closest thing to PoK this game has. There is always a healthy group of people near the docks.<BR>
Gaige
06-24-2005, 10:19 PM
<DIV>Yeah, previous poster hit the nail on the head.</DIV> <DIV> </DIV> <DIV>Its just one of those things that becomes routine after half a year.</DIV> <DIV> </DIV> <DIV>You call and run to the mender and repair, swing by the bank if you need to, and maybe check your house. Then you run to QH, check both brokers, and then I normally hang out on the docks for a few reading /gu and the monk channel, seeing if any guildies need help, if any contested spawned, etc.</DIV> <DIV> </DIV> <DIV>Then wherever I need to be is pretty close at hand, thanks to the harbormaster.</DIV> <DIV> </DIV> <DIV>Dunno, its just been how I've been doing it for awhile.</DIV> <DIV> </DIV> <DIV>Although I'm very glad about the TS/Nek mender, since TS/Nek are the hubs to everywhere else, it'll be easy to repair on the way from one raid to the next, if I need to <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>
Merdo
06-24-2005, 11:31 PM
<P><SPAN><FONT color=#ffffff><FONT size=2>I have no problem mending my armor with the current menders in game. When I was in my 20's sure, I wished there would have been a mender closer than the Tier 2 zones, but it was only a minor inconvenience. </FONT></FONT></SPAN></P> <P><SPAN><FONT color=#ffffff><FONT size=2>I hope to not see any repair "kits" that any players can use. When my armor is broke, I expect to take it to a blacksmith because he has the equipment and facilities to fix it. How could I carry around some object in my already unrealistically over laden bags, pop it out and patch up my armor in the blink of an eye (regardless of the cost of the kit). I don't see something like that being in a fantasy setting, unless somehow magically oriented. In which case the magic would make it so easy, there would be no need for the "real" blacksmiths (menders) and they would go out of business. </FONT></FONT></SPAN></P> <P><SPAN><FONT color=#ffffff><FONT size=2>As an alternative so I'm not just a naysayer, I would like to see some system where PC crafters of the appropriate type could repair items they would be able to make from scratch. Give them some kind of traveling (tools) that would allow them to repair armor a bit, say perhaps 20 - 30% as a temporary fix until a proper mender can repair the armor to full. Please don't give the ability to repair armor to any player that can afford their own kit. This could also infuse a new business potential for crafters, and make them handy to have in groups or on raids like SoL. </FONT></FONT></SPAN></P> <P><SPAN><FONT color=#ffffff><FONT size=2>Moral of the story: It's fine how it is now, but if you must add something to appease the lazy folks out there, at least have it follow some sense of logical reason. </FONT></FONT></SPAN></P><SPAN><FONT color=#ffffff size=2><FONT color=#ff0000>VOTE NO</FONT> on generic repair kits that anyone can use!</FONT></SPAN> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Merdoth on <span class=date_text>06-24-2005</span> <span class=time_text>12:34 PM</span>
GilfalasElaandrin
06-25-2005, 12:11 AM
<P>Thanks for the replay Gage. But that then begs the question why not get a house in QH?</P> <P>I know your call is gonna drop you in WW no matter what (though it seems that fan faire feedback may change this) so would it be easiest of all to have it all in one zone?</P> <P>In all honesty I am trying to justiy a move to myself, I just find I can't let go of Castleview. But I just hit my 100 item limit last night so I am going to need to start looking...</P>
Gaige
06-25-2005, 12:41 AM
<DIV>I had a house in QH and I was always going back to WW with call anyway, and I was paying a lot more for that room, so I was like..uh, and hence I now live in WW.</DIV> <DIV> </DIV> <DIV>*IF* they change call, and from the FF sounds like they might, then I'll probably get everything done in QH.</DIV>
jshari
06-25-2005, 03:15 AM
Bah! Back in my day ya had to run all the way back to the city, yer feet would get so tired theyd fall off and the nyoud have to repair them too! You kids are too spoiled! <div></div>
Volkov
06-27-2005, 06:24 PM
Why not have a given tradeskiller be able to repair the equipment that they can make out in the field? If you can make a level 25 sword, if you carry the proper tool you can repair a level 25 sword out in the field. This could make the tradeskill of the people you are grouping with important.
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