Maxwar
New member
Right now in A17 I think item repair is too strong.
You can quickly repair pretty much anything for cheap even in early game. You can also do this indefinitely and your item never breaks.
I like that tools and guns are easier to loot than before. It gives you an incentive to go out and try your luck in early game. This also counter balances the fact that you cannot craft good tools or guns early on. So far so good.
The problem is that once you find that fireaxe or that nice gun on day one, you are pretty much golden as keeping it repaired indefinitely is trivial. I think the current meta of A17 is that you absolutely must try to loot these things quickly as this strategy is very good and has few drawbacks, all because repair is so strong.
I don't think that making the said loot harder to find is the best solution. Finding these things is very fun and rewarding.
Instead I think repair should be nerfed somehow.
Without going back to the old quality system I propose some ideas that could make repair system more balanced.
1. Making repair more costly: This is the cookie cutter solution. Making repair simply cost a lot more and/or making repair kit ingredients rare.
2. Repair kits also used for iron tools and up. Make the repair kits harder to obtain a make them required for iron tools too.
3. Repair skill caps : Another idea would be to implement a repair skill system where you are only able to repair items to a percentage of their max quality. Something like 25% initially. This cap could be raised through the perk system. It could even be integrated within the already existing perks. This will force the players to spend more ressource and time to keep their things repaired in early game. It will also be a hindrance as you might need to always carry repair supplies with you as your stuff needs repair often. This cap could be removed for items you know how to craft. After all, if you know how to make them like new, you should be able to repair them properly.
3. A chance to botch repair: I think this is my favourite because of its cruel and random nature. You have a default base chance to botch every item repairs you attempt. This could be reduced with perks. I see several way to go about this when a botched repair happens.
a) The item is destroyed.
b) The item is damaged ( loses one level ) - If items is already at level 1 then destroyed.
c ) You loose the repair kit and material and have to start over.
d ) The item is repaired at reduced max strength and gets the keyword ( Botched repair ) - It can still be used for a bit but can no longer be repaired and will need to be replaced. This avoid the frustration of not being able to finish your job because your tool is destroyed.
*when an item breaks because of a botched repair , the mods are not destroyed. They go to the players inventory of fall to the ground if no room.
You can quickly repair pretty much anything for cheap even in early game. You can also do this indefinitely and your item never breaks.
I like that tools and guns are easier to loot than before. It gives you an incentive to go out and try your luck in early game. This also counter balances the fact that you cannot craft good tools or guns early on. So far so good.
The problem is that once you find that fireaxe or that nice gun on day one, you are pretty much golden as keeping it repaired indefinitely is trivial. I think the current meta of A17 is that you absolutely must try to loot these things quickly as this strategy is very good and has few drawbacks, all because repair is so strong.
I don't think that making the said loot harder to find is the best solution. Finding these things is very fun and rewarding.
Instead I think repair should be nerfed somehow.
Without going back to the old quality system I propose some ideas that could make repair system more balanced.
1. Making repair more costly: This is the cookie cutter solution. Making repair simply cost a lot more and/or making repair kit ingredients rare.
2. Repair kits also used for iron tools and up. Make the repair kits harder to obtain a make them required for iron tools too.
3. Repair skill caps : Another idea would be to implement a repair skill system where you are only able to repair items to a percentage of their max quality. Something like 25% initially. This cap could be raised through the perk system. It could even be integrated within the already existing perks. This will force the players to spend more ressource and time to keep their things repaired in early game. It will also be a hindrance as you might need to always carry repair supplies with you as your stuff needs repair often. This cap could be removed for items you know how to craft. After all, if you know how to make them like new, you should be able to repair them properly.
3. A chance to botch repair: I think this is my favourite because of its cruel and random nature. You have a default base chance to botch every item repairs you attempt. This could be reduced with perks. I see several way to go about this when a botched repair happens.
a) The item is destroyed.
b) The item is damaged ( loses one level ) - If items is already at level 1 then destroyed.
c ) You loose the repair kit and material and have to start over.
d ) The item is repaired at reduced max strength and gets the keyword ( Botched repair ) - It can still be used for a bit but can no longer be repaired and will need to be replaced. This avoid the frustration of not being able to finish your job because your tool is destroyed.
*when an item breaks because of a botched repair , the mods are not destroyed. They go to the players inventory of fall to the ground if no room.