I didn't like it because it never really was worth it to repair stuff over just making a new one, especially with the mental barrier of it detoriating. It might make more sense logically, but I don't think it translates into good game design.
This also kind of ties to the "Simplification" debate. I think people are jumping the gun. There needs to be stricken a balance between complexity and accessibility. Streamlining some systems isn't a bad thing, it's not the same as dumbing something down. Some old ideas just make the game bloat in one way or another (such as the 0-600 levels being an unnecessary number crunch that just made it harder to plan anything out and surely to balance other aspects of the game related to item tiers).
More complexity just for the sake of it doesn't make the game better.
While I don't really mind the repair kit changes in a nutshell, I think the bigger picture you have to see here is that this dumbing down, this simplification is becoming a trend that is affecting the soul, the uniqueness of 7DTD one bit at a time, but at a steady rate over the last iterations. I totally do not agree with the fact that the 1-600 levels was an "unnecessary number crunch" compared to a 1-6 system. Here's why :
- the low granularity of the new system doesn't provide enough room for steady and constant progress. As I stated, as soon as I finish the starting quest, I can dump 4 points in Intelligence and all of a sudden I craft every tool/weapon in Q3. Does this make sense ? Does this feel rewarding ? How am I gonna find better tools in the loot if it's
that easy to just craft better gear ?
- the low granularity doesn't allow you to have repair degradation (you lost quality with each repair) cost for obvious reasons. This was removed because apparently "it was a chore", all I see is that a justification was to be found for a system that is no longer supported by the new system
- the low granularity doesn't allow you to combine objects to gain a bit of quality. Again, nothing major anyways right ?
- progression is plateau'd very often. You reach Q3 ? Alright, you just know you'll be stuck here for a while because you need to spend the next 10 points in something else. There's a very slim chance you'll find a better tool by looting anyway at this gamestage, so basically you know this won't evolve anytime soon. Before, you'd find tools with +10 or +20 quality compared to what you had, it was a small change but hell, it was
something !
What exactly did the new system provide that couldn't be done before ? Mod slots couldn't have been added with a 1-600 system, each slot being unlocked every 100 quality ?
I know quality is being worked on for A18, that each "category" of item will have a different crafting quality depending on its respective perk level etc. Wait and see I guess, but past iterations have shown me that I better not get my hopes up too high regarding how well-thought & well-implemented these ideas might end up being once released.
Where you see "simplifications of the process" I see "overcomplexity in the thinking". Most these things weren't troublesome to begin with, overthinking working stuff to try to make them better instead of focusing your attention on yet-to-be-implemented stuff feels reverse to me. What ain't broken doesn't need fixing, it's what ain't there yet that needs thinking.