View Full Version : Simpler way to knock out the unequip all armor macro's without hurting anyone
<div>Simple put a much easyer way to kill this macro that unqeuips all your armor is to put a full time wait on changing out armor, say 0.5 second.</div><div>This will totaly kill the macro sence there is no command for a /wait in this game and if you cant unequip all of your armor at the same time the macro is gone.</div><div>This will not have any seriuse effect on anyone exept those that rely on the macro, raiders can still change armor pieces out without worrying about taking twice as much armor dmg.</div><div> </div><div>So at all times in encounter or not it would take 0.5 second to unequip any piece from your inv and when locked in combat it still takes the usual time to change out armor.</div><div> </div><div>Please post a con to this besides the fact that soe woulnt get there money sink, because i cant see one.</div>
Krooner
04-10-2006, 11:26 PM
<div><blockquote><hr>Bock24 wrote:<div>Simple put a much easyer way to kill this macro that unqeuips all your armor is to put a full time wait on changing out armor, say 0.5 second.</div><div>This will totaly kill the macro sence there is no command for a /wait in this game and if you cant unequip all of your armor at the same time the macro is gone.</div><div>This will not have any seriuse effect on anyone exept those that rely on the macro, raiders can still change armor pieces out without worrying about taking twice as much armor dmg.</div><div> </div><div>So at all times in encounter or not it would take 0.5 second to unequip any piece from your inv and when locked in combat it still takes the usual time to change out armor.</div><div> </div><div>Please post a con to this besides the fact that soe woulnt get there money sink, because i cant see one.</div><hr></blockquote>Ok.</div><div> </div><div>Press inventory button.</div><div>YELL</div><div>Quickly click each piece of armor.</div><div>The results are the same.</div><div> </div><div>Its as I said. No matter what SOE tries to come up with players will find a work around. Its not an exploite despite what some may think.</div><div>If you want to really solve the problem its even simpler that the OP's idea.</div><div> </div><div>Simply take the yell for help option out of the game. Without that it take 3 seconds to unequip each piece.</div>
<div>im not saying this is a 100% cure, but this is alot better then taking double armor dmg and will will knock out the macro which if your not aware it is one button that yells+unequips all at once, theres not usuly time to yell on raid befor you wipe, this is just a much less invasive way to kill that macro</div><div> </div>
Etherium
04-11-2006, 01:18 AM
<div></div>Prohibit the changing of armor from the time of the /yell until the combat resets.
Blackguard
04-11-2006, 10:26 PM
<div></div>The change to armor damage upon death has, of course, been a really hot topic for us here and at Fan Faire. We didn't want to bar players from changing equipment around during combat, because there are times when this is a legit tactic (for example, one mob in an encounter may be resistant to pierce, and another to slash, so you'll want to swap weapons during combat). Because of this and some of the other feedback/discussions we've had, the change will likely look like this when it hits live: Upon death, the most expensive item equipped in each slot within 2 minutes before death will take damage. If an item was equipped in more than one slot, the next most expensive item will be damaged in addition to the most expensive item--a single item will not be damaged more than once per death. <div></div>
EQPrime
04-11-2006, 10:35 PM
<BR> <BLOCKQUOTE> <HR> <BR>Ok. <DIV> </DIV> <DIV>Press inventory button.</DIV> <DIV>YELL</DIV> <DIV>Quickly click each piece of armor.</DIV> <DIV>The results are the same.</DIV> <DIV> </DIV> <DIV>Its as I said. No matter what SOE tries to come up with players will find a work around. Its not an exploite despite what some may think.</DIV> <DIV>If you want to really solve the problem its even simpler that the OP's idea.</DIV> <DIV> </DIV> <DIV>Simply take the yell for help option out of the game. Without that it take 3 seconds to unequip each piece.</DIV><BR> <HR> </BLOCKQUOTE><BR>Why not just require 3-5 seconds between each piece no matter whether you're in combat or not?
Murchik
04-11-2006, 10:54 PM
<DIV><BR> <BLOCKQUOTE> <HR> Blackguard wrote:<BR> The change to armor damage upon death has, of course, been a really hot topic for us here and at Fan Faire. We didn't want to bar players from changing equipment around during combat, because there are times when this is a legit tactic (for example, one mob in an encounter may be resistant to pierce, and another to slash, so you'll want to swap weapons during combat). Because of this and some of the other feedback/discussions we've had, the change will likely look like this when it hits live:<BR><BR>Upon death, the most expensive item equipped in each slot within 2 minutes before death will take damage. If an item was equipped in more than one slot, the next most expensive item will be damaged in addition to the most expensive item--a single item will not be damaged more than once per death.<BR> <BR> <HR> </BLOCKQUOTE><BR>this is so going to come back and bite you in the a$s. So someone takes off one piece of armor and puts a different one, and then lags out and falls of the cliff. By your statement it shows that all it is to you is a time sink. You jsut want to get the most money from the players anyway possible. I can bet, by the time this goes live, people will have some clever work around it and you will be back at square 1 on how to screw players again.</DIV>
selch
04-11-2006, 11:01 PM
<BR> <BLOCKQUOTE> <HR> Murchik wrote:<BR> <DIV><BR>this is so going to come back and bite you in the a$s. So someone takes off one piece of armor and puts a different one, and then lags out and falls of the cliff. By your statement it shows that all it is to you is a time sink. You jsut want to get the most money from the players anyway possible. I can bet, by the time this goes live, people will have some clever work around it and you will be back at square 1 on how to screw players again.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>O rly?</P> <P>You are screwed with this change? Wow, must be very delicate bank account. You doing Far Seas requisitions to earn money?</P> <P> </P> <P> </P><p>Message Edited by selch on <span class=date_text>04-11-2006</span> <span class=time_text>12:06 PM</span>
Goozman
04-11-2006, 11:24 PM
<DIV>I've got an even better solution to this whole thing.</DIV> <DIV> </DIV> <DIV>Nothing.</DIV>
Maddcovv
04-12-2006, 12:57 AM
Im with Goozman, why waste developer time on this?<div></div>
Thatdumbg
04-12-2006, 01:12 AM
Taking a stab at this...I would guess that the changes revolve around making raid instances more difficult to extend the content's life, or, as an alternative, forcing more reliance on the carpenter-made repair kits (which end up being more expensive in the end then a straight full repair). This is more then just a simple moneysink, and I personally look forward to anything that makes raid content more challenging without ultimately impacting whether it can be completed. Those raid forces with enough skill (or luck, its argueable) to complete an instance before breaking their armor will be rewarded by not having to resort to pricy repair kits.<div></div>
JeffBship
04-12-2006, 01:13 AM
<BR> <BLOCKQUOTE> <HR> Blackguard wrote:<BR> The change to armor damage upon death has, of course, been a really hot topic for us here and at Fan Faire. We didn't want to bar players from changing equipment around during combat, because there are times when this is a legit tactic (for example, one mob in an encounter may be resistant to pierce, and another to slash, so you'll want to swap weapons during combat). Because of this and some of the other feedback/discussions we've had, the change will likely look like this when it hits live:<BR><BR>Upon death, the most expensive item equipped in each slot within 2 minutes before death will take damage. If an item was equipped in more than one slot, the next most expensive item will be damaged in addition to the most expensive item--a single item will not be damaged more than once per death.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>I think there are two issues here.</P> <P>1. People yelling and unequiping to avoid repairs. I haven't seen anyone do this, but I suppose someone somewhere is doing it. I think a simple fix to this would be like the harvesting doesn't work when a mob is trying to kill you....simply leave the 4 second delay that exists in combat on as long as the mob is trying to kill you. Actually, just change it so all Yelling does is unlock the encounter...isn't that what it was intended for in the first place? To ask some other nearby players for help? </P> <P>2. Raiding is bugged. Many mobs come kill you again, even AFTER you have watched them reset, then revive, then they show up at the revive point and kill you again. This proposed change does not look to fix that problem, and it takes away the only means we had of avoiding it. Unequiping was NOT used as a means of avoiding repair bills, it was used as a way of getting the intended ten uses of a set of armor. Since most raid zones include a lengthy lockout period, this is a serious issue for raiders.</P> <P> </P> <P>If fixing the bugged raid encounters is not on the immediate horizon, maybe you could just make it so we can unequip while we are dead? Then we would still have the intended repair bill for the group players, and raiders could wait two minutes after a wipe and unequip before reviving...thereby making the death penalties as intended. One wipe = one tenth damage to your armor.</P> <P> </P> <P>In any case, please don't forget that not everyone was abusing this. Some of us were merely using it as a way to get the game to work as intended.</P> <P> </P><p>Message Edited by JeffBship on <span class=date_text>04-11-2006</span> <span class=time_text>05:15 PM</span>
USAFJeeper
04-12-2006, 02:41 AM
<DIV>Just one question. Why bother? What good does it do?</DIV> <DIV> </DIV> <DIV>Why waste time on this?</DIV>
Sorano
04-12-2006, 03:40 AM
If this change goes live then please take the LORE tag of no trade items. People are going to need 2 sets of good equipment in order to complete a zone and making all the good stuff lore is going to make it much harder to achieve that.
Yarginis
04-12-2006, 08:17 AM
This change just needs to be completely removed. It's a rediculous attempt to make it even harder for people to learn a new zone. This doesn't hit the hardcore raidguilds with endless pocketbooks for repair kits and the ability to quickly master content nearly as hard as it does the casual raiders who often times take many, many deaths to learn a zone. We need to be able to do everyhing we can to extend our time in the zone, otherwise we'll never stand a chance at learning to beat it until the level cap is raised.<div></div>
NimSul
04-12-2006, 12:22 PM
<P>If you want to remove the use of the strip macro then why dont you just .... hmmm ... its a though one .... i got it: REMOVE THE MACRO !</P> <P>Why make all these wierd solutions that has all kinds of unseen bugs when its as simple as that?</P>
Bhagpuss
04-12-2006, 12:40 PM
Not that I want to suggest a return to the "realism" that is now outlawed from the EQ2 design brief, but I would have thought that being able to completely change all of your armor instantaneously in combat might stretch credulity beyond breaking point. This is the daft kind of gamer option that I would never use, regardless of the inconvenience of doing without it. There's a point in all games beyond which it just becomes so glaringly obvious that you are doing something completely valueless that it ceases to be possible to maintain the fiction of involvement, and instant swapping of armor is such a point. Makes no nevermind to me if other people do it, but stuff like that is gamebreaking for me, in that to use it would remove from me all my desire or interest in the game.
MrWolfie
04-12-2006, 03:43 PM
<BR> <BLOCKQUOTE> <HR> Maddcovv wrote:<BR>Im with Goozman, why waste developer time on this?<BR><BR><BR> <BR> <HR> </BLOCKQUOTE> <P><BR>I'm with Maddcow and Goozman. This seems like a typical SOE waste of resources.</P> <P>I use this macro to quickly switch between my adventuring clothes and my crafting tunic. I've never used it to remove armour when I die, and I don't give a flying fig about anyone who does ~ it doesn't affect my enjoyment of the game one iota. What DOES affect my enjoyment of the game is all the bugs. Mobs that I can't hit when they're right in front of me (or on a slope or a plinth raised a few inches from the ground). Tank pets that still don't hold aggro. Zones with so many mobs squeezed in that it makes it nigh-impossible for a small group to clear a path thru. Fixes to problems, that weren't bothering me at all, that break my gameplay (grey aggro and social aggro).</P> <P>And worst of all, while you take time out to think opf ways around this non-event, this game is LITTERED with BROKEN CLASSES and many upset players. How about working on bringing Sorcerors back into T1, Warlocks into the masters of AOE (like you promised), Templars into a class anyone would want to play, fix Shaman's wards and utility. For GOD'S SAKE, you've got these HUGE GLARING GAPS in the playability of some classes and you WASTE your time and OURS with CRAP like this.</P> <P> </P> <P align=right>I'm so disappointed and yet, totally unsurprised.</P> <P> </P> <P> </P>
<DIV>Plain and simple this is about forcing raiders to buy repiar kits from ******* Carpenters cause they've whined since launch about not having any sort of consumable or desireable item for players. That is all this about. not keeping people from porting around with death. Not to make raiding harder. Its to drain money off the economy and stick to the raiders one more time. I for one now officially hate every carpenter with a passion. Your cry baby bull**** has removed the only way of dealing with SoE broke *** mechanics in raiding. Sorry but I refuse to be gouged by this silly change. 10 shots for me and I'm done unless kits are provided to me.</DIV>
Kurizok
04-12-2006, 10:15 PM
<P>Better yet, just charge me 1 plat when zoning into a raid zone. When my gear is at zero check my inventory for a repair kit and if I dont have one zone me out.</P> <P>Armor repair is a big pita.</P>
electricninjasex
04-13-2006, 07:37 AM
<blockquote><hr>Maddcovv wrote:Im with Goozman, why waste developer time on this? <div></div><hr></blockquote> Yes, especially given the eternally ignored and unaddressed cloud/carpet bug that is quickly proving fertile ground for conspiracy theories.
theriatis
04-13-2006, 12:14 PM
<DIV>Hi,</DIV> <DIV> </DIV> <DIV>is it so hard to just remove the EQUIP and the UNEQUIP Function from beeing used in a macro ?</DIV> <DIV>Or be removed completely ?<BR>That would solve all problems with that Macro, while allowing people to change their gear while raiding.</DIV> <DIV> </DIV> <DIV>Does SoE provide me with 2 Plat for Repair everytime a bugged Mob kills me ? Then ok, let it as it is in LU.</DIV> <DIV> </DIV> <DIV>Other than that, i aggree with MrWolfie (sp?) on that fact:</DIV> <DIV> </DIV> <DIV>-------</DIV> <DIV>And worst of all, while you take time out to think opf ways around this non-event, this game is LITTERED with BROKEN CLASSES and many upset players. How about working on bringing Sorcerors back into T1, Warlocks into the masters of AOE (like you promised), Templars into a class anyone would want to play, fix Shaman's wards and utility. For GOD'S SAKE, you've got these HUGE GLARING GAPS in the playability of some classes and you WASTE your time and OURS with CRAP like this.</DIV> <DIV>-------</DIV> <DIV> </DIV> <DIV>FIX THE GAME ! You shouldn't even have the TIME to think about such "exploitnerfing" as long as the game is [yeah, yeah, don't waste your breath by haxxoring this, Rajinn] bugged !</DIV> <DIV> </DIV> <DIV>I'm fed up with non-starting clouds, lags, critical errors, linkdeads, bugged mobs, missing class balance and so on.</DIV> <DIV> </DIV> <DIV>Best Regards, </DIV> <DIV> </DIV> <DIV>Theriatis.</DIV>
Sir Blig
04-13-2006, 01:39 PM
<DIV>To be honest the whole reason for this discussion is a bit off, the whole way items take damage in eq2 is wrong and beyond un-real</DIV> <DIV> </DIV> <DIV>In any system that aims to be believable items should be taking damage over time, i.e. with use and the elements and yea some damage may be taken to some items at death because hey if the death blow was a great axe being rammed though your chest, anything in its way will take damage, even if it is a massive dent in your plate mail. But hey during combat massive hits are going to do damage not only to you but so some of the armor that gets in the way. </DIV> <DIV> </DIV> <DIV>As well the fact that some items take the same damage as others is crazy, why should a ring take 10% when you die, when say you die from a hit to the head, what, did they kill you with a steam roller starting from your head side and going over your whole body</DIV> <DIV> </DIV> <DIV>As for equipping and un-equipping lets make it believable depending on the nature of the item it will take a certain amount of time to take it on and off, most jewelry is simply slipped on and off, may take little bit of time to grab it from your pack but wont take long to get it on or off, on the other side lets take say full plate, full plate and all heavy armors have to be put on and strapped up and usually one needs help and it is not don't in a split second ... Each type of armor and slot will take a different amount of time</DIV> <DIV> </DIV> <DIV>Current system is no damage no mater how much fighting you do or how long you use it you die and everything you have on take 10%, how unreal is that? And the proposed fix to make 100% sure you take 10% to an item from every slot when dying,<BR></DIV> <DIV>And yup the last post has a good point, is there not other things that shoudl be lokked at long before this of is one of the highest goals to insure un-real money sinks work</DIV>
Goozman
04-14-2006, 02:29 AM
<DIV>I've always wondered why items all break at the same rate. Seems to me like it would have been logical to have them deteriorate at a rate base don the quality of an item.</DIV> <DIV> </DIV> <DIV>Regular items take 20% damage per death</DIV> <DIV>handcrafted take 15%</DIV> <DIV>treasured take 10%</DIV> <DIV>legendary take 5%</DIV> <DIV>fabled take 2%</DIV> <DIV> </DIV> <DIV>If it were implemented like this, as it probably should have been, I doubt anyone would care so much about us not being able to auto-unequip</DIV> <DIV> </DIV> <DIV>note: make sure to copy your post before submitting... it completely erased everything I wrote [expletive haxx0red by Raijinn]</DIV> <P>Message Edited by Goozman on <SPAN class=date_text>04-13-2006</SPAN> <SPAN class=time_text>03:31 PM</SPAN></P><p>Message Edited by Goozman on <span class=date_text>04-13-2006</span> <span class=time_text>03:32 PM</span>
<div><blockquote><hr>Kurizokun wrote:<div></div> <p>Armor repair is a big pita.</p><hr></blockquote>Yes, it is, as it's supposed to be. XP debt's already a joke, and shards are gone (and I don't want them back), so the only real penalty now is the repair bill. There's no rule that says you're entitled to beat every raid every time you try it. If you lose, come back another night, and in the meantime, do something else.</div>
Kurizok
04-14-2006, 08:11 PM
<BR> <BLOCKQUOTE> <HR> Lera wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <P>Armor repair is a big pita.</P><BR> <HR> </BLOCKQUOTE><BR>Yes, it is, as it's supposed to be. XP debt's already a joke, and shards are gone (and I don't want them back), so the only real penalty now is the repair bill. There's no rule that says you're entitled to beat every raid every time you try it. If you lose, come back another night, and in the meantime, do something else.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I'm not sure where you gathered that I thought I was entitled to beat anything in this game. Nor am I sure what your guild has done in the game, albeit I take it based on your lecture of supposed to be's that you would agree that raids and encounters are supposed to be bug free, and the game is supposed to be fun. But we have tons of bugs, that cause people to pay repair bills, and there is alot of bugs that ruin the fun of the game.</P> <P>Making players pay money because they died is a pathetic attempt at putting a value on risk. Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look.</P> <P>I don't care if they charge me money to enter a raid zone, or to kick me out if I don't have a repair kit when my armor is dead. But the current process has no place in the game. Armor decay from extended use would be more appropriate, with a higher cost sure I don't care. But sticking a price on players playing the game trying to have fun, is a pain in the [Removed for Content].</P>
<div><blockquote><hr><div></div><blockquote><hr></blockquote> <p>Kurizokun wrote:</p><p>I'm not sure where you gathered that I thought I was entitled to beat anything in this game. Nor am I sure what your guild has done in the game, albeit I take it based on your lecture of supposed to be's that you would agree that raids and encounters are supposed to be bug free, and the game is supposed to be fun. But we have tons of bugs, that cause people to pay repair bills, and there is alot of bugs that ruin the fun of the game.</p> <p>Making players pay money because they died is a pathetic attempt at putting a value on risk. Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look.</p> <p>I don't care if they charge me money to enter a raid zone, or to kick me out if I don't have a repair kit when my armor is dead. But the current process has no place in the game. Armor decay from extended use would be more appropriate, with a higher cost sure I don't care. But sticking a price on players playing the game trying to have fun, is a pain in the [Removed for Content].</p><hr></blockquote>If there's no damage to armour, the only penalty left for dying is XP debt, and if you're level 70, that doesn't matter. Then, all you have to do to beat a raid is try again and again, since right now, the limit to the number of tries is armour decay. There were posters in the thread about this before who had the attitude that they should get as many tries as they want to beat a raid, but I don't think success on a particular night should be guaranteed. If you want a chance at getting the best stuff in the game from raids, there should be a chance of defeat. I do agree raids should be bug-free, but I also think the "strip naked" macro just doesn't seem right. People complained when they removed shards and decreased debt, saying they were making death a joke, but making you stop adventuring and find a mender is a pretty big penalty, too.There needs to be some penalty for death, and the two choices really are XP and money. Would you prefer to go back to XP loss, like in EQ1?</div>
Dalick
04-15-2006, 10:06 AM
<BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <BR> <BLOCKQUOTE> <HR> Lera wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <P>Armor repair is a big pita.</P><BR> <HR> </BLOCKQUOTE><BR>Yes, it is, as it's supposed to be. XP debt's already a joke, and shards are gone (and I don't want them back), so the only real penalty now is the repair bill. There's no rule that says you're entitled to beat every raid every time you try it. If you lose, come back another night, and in the meantime, do something else.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I'm not sure where you gathered that I thought I was entitled to beat anything in this game. Nor am I sure what your guild has done in the game, albeit I take it based on your lecture of supposed to be's that you would agree that raids and encounters are supposed to be bug free, and the game is supposed to be fun. But we have tons of bugs, that cause people to pay repair bills, and there is alot of bugs that ruin the fun of the game.</P> <P>Making players pay money because they died is a pathetic attempt at putting a value on risk. <FONT color=#cc0000>Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look</FONT>.</P> <P>I don't care if they charge me money to enter a raid zone, or to kick me out if I don't have a repair kit when my armor is dead. But the current process has no place in the game. Armor decay from extended use would be more appropriate, with a higher cost sure I don't care. But sticking a price on players playing the game trying to have fun, is a pain in the [Removed for Content].</P><BR> <HR> </BLOCKQUOTE> <P>The reason it dosent work this way is because all armor and weapons are No Trade. There is no way to get a player to repair the armor. Up untill recntly they couldnt figure out how best to do the repair kits to be made by players. Differant armors have differant value in repair so the original way they had didnt work.</P> <P>As for why its done MONEY-SINK! If you like the idea of a money-sink or not makes no differance. They server thier purpose.</P> <P> </P> <P><BR> </P>
TheGeneral
04-15-2006, 12:04 PM
<BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <BR> <P><BR>I'm not sure where you gathered that I thought I was entitled to beat anything in this game. Nor am I sure what your guild has done in the game, albeit I take it based on your lecture of supposed to be's that you would agree that raids and encounters are supposed to be bug free, and the game is supposed to be fun. But we have tons of bugs, that cause people to pay repair bills, and there is alot of bugs that ruin the fun of the game.</P> <P>Making players pay money because they died is a pathetic attempt at putting a value on risk. Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look.</P> <P>I don't care if they charge me money to enter a raid zone, or to kick me out if I don't have a repair kit when my armor is dead. But the current process has no place in the game. Armor decay from extended use would be more appropriate, with a higher cost sure I don't care. <STRONG>But sticking a price on players playing the game trying to have fun, is a pain in the [Removed for Content].</STRONG></P><BR> <HR> </BLOCKQUOTE>If the game revolved around this ideology, then everything would be free. Free armor upgrades, free weapon upgrades, free food, etc. The penalty for death is already a joke as it is. I think I am getting the biggest laugh out of people who have claimed they don't do this and yet are mad about the change. If you were not doing this, then you were taking the damage already. Explain the difference now to before.<BR>
Kurizok
04-17-2006, 08:44 PM
<BR> <BLOCKQUOTE> <HR> TheGeneral wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <BR> <P><BR>I'm not sure where you gathered that I thought I was entitled to beat anything in this game. Nor am I sure what your guild has done in the game, albeit I take it based on your lecture of supposed to be's that you would agree that raids and encounters are supposed to be bug free, and the game is supposed to be fun. But we have tons of bugs, that cause people to pay repair bills, and there is alot of bugs that ruin the fun of the game.</P> <P>Making players pay money because they died is a pathetic attempt at putting a value on risk. Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look.</P> <P>I don't care if they charge me money to enter a raid zone, or to kick me out if I don't have a repair kit when my armor is dead. But the current process has no place in the game. Armor decay from extended use would be more appropriate, with a higher cost sure I don't care. <STRONG>But sticking a price on players playing the game trying to have fun, is a pain in the [Removed for Content].</STRONG></P><BR> <HR> </BLOCKQUOTE>If the game revolved around this ideology, then everything would be free. Free armor upgrades, free weapon upgrades, free food, etc. The penalty for death is already a joke as it is. I think I am getting the biggest laugh out of people who have claimed they don't do this and yet are mad about the change. If you were not doing this, then you were taking the damage already. Explain the difference now to before.<BR><BR> <HR> </BLOCKQUOTE> <P> </P> <P>If the penalty for death is already a joke, then what's your beef? More money, less money, more emersive, whatever. I don't care, what I'm saying is the current system is jacked up beyond belief. I won't go into details because maybe certain people don't want things said, but there are so many holes that SOE would spend most of its time making it error free and that would take away from adding more raid content.</P> <P>Spirit shards were removed, why? Because people complained. Loss of XP wasnt even implemented, why? Because people complained. I happend to like doing CR's, I liked working back to my shard. I also liked alot of other things but they are gone as well. </P> <P>Not once did I say that I want anything for free, my suggestion was to use crafters to do the repairs. If you assume I mean without costing any money well then you are a waste of time because you assume too much.</P> <P>I'm not mad about the change, I'm mad at how they changed it. It can be done better, way better and listening to the people who play the game is key to it.<BR></P>
Kurizok
04-17-2006, 08:54 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> Dalick wrote:<BR> <BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <BR> <BLOCKQUOTE> <HR> Lera wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Kurizokun wrote:<BR> <P>Armor repair is a big pita.</P><BR> <HR> </BLOCKQUOTE><BR>Yes, it is, as it's supposed to be. XP debt's already a joke, and shards are gone (and I don't want them back), so the only real penalty now is the repair bill. There's no rule that says you're entitled to beat every raid every time you try it. If you lose, come back another night, and in the meantime, do something else.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I'm not sure where you gathered that I thought I was entitled to beat anything in this game. Nor am I sure what your guild has done in the game, albeit I take it based on your lecture of supposed to be's that you would agree that raids and encounters are supposed to be bug free, and the game is supposed to be fun. But we have tons of bugs, that cause people to pay repair bills, and there is alot of bugs that ruin the fun of the game.</P> <P>Making players pay money because they died is a pathetic attempt at putting a value on risk. <FONT color=#cc0000>Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look</FONT>.</P> <P>I don't care if they charge me money to enter a raid zone, or to kick me out if I don't have a repair kit when my armor is dead. But the current process has no place in the game. Armor decay from extended use would be more appropriate, with a higher cost sure I don't care. But sticking a price on players playing the game trying to have fun, is a pain in the [Removed for Content].</P><BR> <HR> </BLOCKQUOTE> <P>The reason it dosent work this way is because all armor and weapons are No Trade. There is no way to get a player to repair the armor. Up untill recntly they couldnt figure out how best to do the repair kits to be made by players. Differant armors have differant value in repair so the original way they had didnt work.</P> <P>As for why its done MONEY-SINK! If you like the idea of a money-sink or not makes no differance. They server thier purpose.</P> <P> </P> <P><BR> </P><BR> <HR> </BLOCKQUOTE> <DIV>So what you mean to say that the developers have a lack of imagination? </DIV> <DIV><BR> </DIV>
Jebaris
04-18-2006, 08:19 AM
<BR> <BLOCKQUOTE> <HR> Bock24 wrote:<BR> <DIV> </DIV> <DIV>a much easyer way to kill this macro that unqeuips all your armor is to put a full time wait on changing out armor</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> </DIV></BLOCKQUOTE> <P>there is a wait now. what does a 'full time wait' mean?</P> <P>I don't understand why you should be able to change your clothes while getting pwnd... weapon or shield maybe<BR></P>
Sir Blig
04-19-2006, 02:34 PM
<P>"Why not allow weaposmiths and armorsmiths to do the repair? There's so many ideas out there, all SOE has to do is look."</P> <P>They could make a way for this to work, it would be called allowing players to hire npc's to sell and offer their services or allow then to do it, </P> <P>lets see for an npc</P> <P>the player would have to pay the npc a retainer and would have to craft repair modules or something like, the npc would have a pool of these repair points/modules and each one repairs a certain amount of damage. </P> <P>Craft away to build up its stocks, and if it runs out no more repairs can be sold.</P> <P>And if you wanted the system on a player, let them buy/make a mobile repair station, have it take a space in their inventory and allow it to store a stock of the modules in the same way, and make it that if the player has the repair station on him, he would get a mender sign above his head, and players could wander up and repair in the same way as a mender, prices would be set by the player.</P> <P>Similar thing could be done for other classes as well, make the services fit what the class does and have the message that the station shows accurately describe the services rendered by the character. Would also need a level value to indicate at up to what level the services can be offered and t5 repair modules would repair more than t1 ones as it would take more to repair t5 armor than it would for t1 and no matter how many t1 ones you had they simply cant be used on t3 as the quality is simply not there<BR></P> <P>well my 0.02 anyway</P>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.