PC Item repair should be nerfed.

hopefully not, Roland. it is bad to run back to workstation for every repair to avoid badmod penalty. imagine, if you are out for mining and need repair 8 times during night or you chopping trees bit away from home...
in 16 repair in field, durability drops. Field expedient repairs should have a penalty.

Of course, in 16 we could combine the damaged items and get a new shiny one. Hopefully that comes back. (modders will do it)

Having a bunch of almost broken tier 1 axes... would be nice to combine them to repair a bit.

 
Ok raise up the challange with looting and pois, fine, but when i want to mine, i like it simple.

My 2. start in SP i walked to my trader, farmed coins for a pickaxe, had a forge in there and a concrete mixer... hell yeah 1. horde night was nice in my concrete bunker... but that was ok... I used the stuff i found for my advantage and had a win feeling... i like to have that.

If you think it´s too easy turn down the loot and tuff like that... ill bet you won´t complain long ^^

 
I dislike high repair costs. It's like a drawback. I prefered the increased quality from 1-600 while you crafted. It's more or less the same in terms of that you cant just keep one and need to keep spending resources, but at the same time it looked like a reward instead of a drawback.

Repair is not complete. At some point the plan will be to fill one of the slots with a badmod when you repair it out in the field. This badmod will hamper the weapon in some way. Much of this will be fleshed out as mods in general continue to be developed. The current form of repair is just a placeholder.
Dont like that too much :/

 
I dislike high repair costs. It's like a drawback. I prefered the increased quality from 1-600 while you crafted. It's more or less the same in terms of that you cant just keep one and need to keep spending resources, but at the same time it looked like a reward instead of a drawback.


Dont like that too much :/

Yeah, sounds awful. I like how in A17 we are liberated from worrying about what repairing was going to do to my weapon/tool and just fixing it when I need to. The old QL system was just too much micromanagement and hoarding of parts, it was like a game unto itself.

 
I like the logistical challenge of finding materials for repair kits and keeping them stocked. But that's about the only thing I like about repair. The rest feels like busywork. I'd rather build/craft/explore/farm/kill/quest/trade.

 
Repair is not complete. At some point the plan will be to fill one of the slots with a badmod when you repair it out in the field. This badmod will hamper the weapon in some way. Much of this will be fleshed out as mods in general continue to be developed. The current form of repair is just a placeholder.
Not sure I like this idea, I assume if you repair it inside a workbench it'll fix the badmod slot, but still, what if it disables a mod you need? which slot will it disable? the top most or bottom most? or a random one? What happens to the mod already in that slot. Seems like alot of things could go wrong with that. Nevemind the fact most items break way to fast imo, especally guns.

 
Not sure I like this idea, I assume if you repair it inside a workbench it'll fix the badmod slot, but still, what if it disables a mod you need? which slot will it disable? the top most or bottom most? or a random one? What happens to the mod already in that slot. Seems like alot of things could go wrong with that. Nevemind the fact most items break way to fast imo, especally guns.
This!

 
I like repair much better in this version. This is the only version that I have even used items that I find. Degrading to nothing was annoying and not realistic at all.

I mean at some point you are going to start finding or crafting good stuff anyway. The harder zombies and bandits will balance it out. Extra items are for traders.

 
I love the new item repair mechanics to be honest. Very nice QoL addition to be able to repair swiftly and bypass the crafting queue AND have the item actually go back into its proper place whether it be toolbelt, inventory, or what you're wearing.

I never found item repair to be exciting, no matter what anyone did with it. And in the case of a game like No Man's Sky, it was downright tedious to the point that I almost quit in the early game.

What we could do is do it like Conan? Would that be a good compromise? Where Conan expects you to have basically all material parts to repair.

 
I love the new item repair mechanics to be honest. Very nice QoL addition to be able to repair swiftly and bypass the crafting queue AND have the item actually go back into its proper place whether it be toolbelt, inventory, or what you're wearing.
It doesn't bypass the queue, it's just very quick. If you've got something else queued it is going to the back of the line. It can be an important distinction at times.

 
It doesn't bypass the queue, it's just very quick. If you've got something else queued it is going to the back of the line. It can be an important distinction at times.
It does bypass the queue and is intended. I can't find the quote, but Roland confirmed it. There are some bugs where it's not working though, but most of the times it does work.

 
Repair is not complete. At some point the plan will be to fill one of the slots with a badmod when you repair it out in the field. This badmod will hamper the weapon in some way. Much of this will be fleshed out as mods in general continue to be developed. The current form of repair is just a placeholder.
Honestly, this sounds terrible and is yet another way that TFP (inadvertently, or by design) is nerfing mining/builder class. I sincerely hope this is not going to be implemented.

 
It does bypass the queue and is intended. I can't find the quote, but Roland confirmed it. There are some bugs where it's not working though, but most of the times it does work.
If it's a bug, then it's consistent for me. I see the item go very quickly (like blink and you will miss it quickly, which at first made me think it was bypassing the queue as well) to the queue then back to my toolbelt. If I already have stuff queued up then it goes to the back of the line like it always has. This being the normal behavior I was accustomed to I didn't think it was a bug, guess I missed change note.

 
If it's a bug, then it's consistent for me. I see the item go very quickly (like blink and you will miss it quickly, which at first made me think it was bypassing the queue as well) to the queue then back to my toolbelt. If I already have stuff queued up then it goes to the back of the line like it always has. This being the normal behavior I was accustomed to I didn't think it was a bug, guess I missed change note.
If i make 100 wooden frames, then repair a stone axe, it bypasses the queue. I believe it might work for tools only, not weapons. :)

 
If i make 100 wooden frames, then repair a stone axe, it bypasses the queue. I believe it might work for tools only, not weapons. :)
Stone axe was what I had in mind actually, since it's what I repair most often. Some bugs are wierd like that though, some people get hit by them all the time and others don't.

 
If i make 100 wooden frames, then repair a stone axe, it bypasses the queue. I believe it might work for tools only, not weapons. :)
I don't know which situation is a bug, but ever since I started playing A17 (b197, b199 & b208), repairing a tool was instantaneous and bypassed the queue. I could be making hundreds of cobblestone and my stone axe would be repaired immediately. And there was much rejoicing in the castle. Then, starting last night, my tool repairs got queued up behind crafting stuff. Sad faces everywhere. Time to re-install? Or is it finally working as intended?

 
Honestly, this sounds terrible and is yet another way that TFP (inadvertently, or by design) is nerfing mining/builder class. I sincerely hope this is not going to be implemented.
How is that nerfing you?

You have options to get a workbench where you work or bring multiple tools. Its unlikely you will just keep mining for days without end and tools aren't breaking fast, especially the high quality ones with perks and mods allow you to work a LOT before maintenance is needed. Their effecitveness also doesn't drop with low durability.

You simply can't go mad mole'ing in early game.

 
How is that nerfing you?
You have options to get a workbench where you work or bring multiple tools. Its unlikely you will just keep mining for days without end and tools aren't breaking fast, especially the high quality ones with perks and mods allow you to work a LOT before maintenance is needed. Their effecitveness also doesn't drop with low durability.

You simply can't go mad mole'ing in early game.
You are right that there are ways around it, like building a workbench in my mine so every time I have to repair my pickaxe I'll have to stop what I'm doing, go to the workbench, repair the pickaxe, then go back to where I was in the mine, rinse/repeat. Or of course, be nerfed until I go to a workbench. It's just senselessly making another change for the sake of change to make the early game longer, and by doing so making things more tedious for some of us. I respect that you disagree with opinion, but I still think it would be a terrible change and no reason for doing it.

 
Not sure if this has been mentioned but the repairing doesn't interfere with your crafting queue which I find a little odd.

I'm probably the same as most experienced players and find the option to repair immediately with absolutely no negative impact on the item a little odd. I mean sure, but I would like an incrementing damage cost to repairs similar to A16 but tweaked to suit the way A17 runs.

However if you were to be looking into that then I feel it's more important to address the fact that a level 1 item has the same damage as a level 5. I get the levels are about modification and not quality but not only is it (imo) unintuitive it reduces the need to improve your items from the first ones you craft/find.

Don't get me wrong, I'm not wanting a return to A16 (albeit some of the things implemented there are better - again, imo - than in A17). TFP have obviously gone down this route so let's see how it plays out. If it doesn't get amended in the vanilla then I'm sure mods will resolve the issue.

 
I like this way. Otherwise, I just cancel the builds, do the repair, queue up the builds again.

Just saves a step. (which is what they said they wanted)

 
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