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So, given the cancelation of the GM overhaul in its former state, as evident by its fancy new cancelation colored text, i think its about time we adress, some of the current inadaquencies of the repair system, especially given light to the new durability requirements for other offenses. Repair in its current form is extremely unintuitive, cumbersome, and lacks the basic information for armor and weaponsmiths need to parse through damaged items to repair the intended clients materials, /as you all know/ this is going to become a MASSIVE issue when litirally ever user in the entire game will have repairables up for their jutsu. Now in the past, ive suggested a very simple UI OVERHAUL which solves the majority of issues, which was instantly shot down under "Hue hue GM update hue hue" It being axed, and this new influx of repairables, makes me believe its the perfect time to press the issue. This, is not enough my friends, not enough THIS is the future
Suggestion Outline: After clicking "Do Repair" let armorsmiths decide which kit they want to use to repair the armor. What would change: Allow armorsmiths to decide which kit to use on a piece of armor. How it would change: After clicking "Do Repair" take the player to a screen with a drop-down selection containing the kits in their inventory they can use to repair that armor. How it benefits us: Prevents armorsmiths from using higher level kits on lower level armor. Why it matters: Players can forget what repair kits they have on them, and use a higher level one by mistake. Also I'm not sure if the system prioritizes lower rank kits first. Problems/concerns involved (if applicable): Would need to have a check so that players can't use repair kits below the armor's difficulty to repair the armor. Anything else relevant to your specific suggestion (if applicable): Currently the kits are set to repair a specific amount of durability based on the level of the kit. Right now it's irrelevant, everything but amulets/special weapons are fully repaired. But if higher durability armors and/or the ability to upgrade durability is introduced players might want to be picky with which kit to use.
Suggestion Outline: Honestly I don't know where to start on this one, but something needs to be done about the length of material crafting times. At present it is my understanding, that Weapon durability drops as follows: Each use of a Chuunin weapon jutsu deducts 1-2 points of the durability. Each use of a Jounin weapon jutsu deducts 1-3 points of the durability. Each use of a Special Jounin weapon jutsu deducts 1-4 points of the durability. And Armor durability works as such: Every Genjutsu used against a you deals 0 durability damage to armor Every Ninjutsu deals 1 point of durability damage to armor per turn Every Taijutsu deals 2 points of durability damage to armor per turn Every Bukijutsu deals 3 points of durability damage to armor per turn. At cap, Battles between users is supposed to be balanced to conclude in 10 rounds, as such an EJ user fighting at endgame can, per fight: Damage their weapon(s) by 25 Durability Damage their Armor Against Nin: 10 Durability Damage their Armor Against Tai: 20 Durability Damage their Armor Against Buk: 30 Durability The highest weapon and armor durability items in game are as Follows EJ Village Armor : 425 Durability (21 Fights Endgame) EJ Village Weapons: 450 Durability (18 Fights Endgame) Repair kit crafting Times for The above: Armor Ultimate Repair Kit Craft time: 915 Mins OR 16.25 Hours (60 minutes + 915) Items crafted: (2) Materials needed: 3 Radiant Leather= 45 Mins Armorsmith, 750 Mins Weaponsmith 2 Steel Enforced Leather 5 Mins Armorsmith, 55 Mins Weaponsmith 2 Studded Leather Straps 10 Mins Armorsmith, 30 Mins Weaponsmith 2 Hardened Leather 20 Mins Armorsmith Weapon Radiant Steel Repair Kit Craft time: 135 Mins (80 minutes +55) Items crafted: (2) Materials needed: 2 Radiant Steel Bar 0 mins 1 Titanium Bar 0 mins 1 Steel Enforced Leather Straps 5Mins Armorsmith, 50 Mins Weaponsmith As you can see Set of EJ Village Armor : 2,550 Durability (126 Fights Endgame) 2745 Minutes of Crafting to repair set once. EJ Village Weapons: (15 Fights) 135 Minutes of crafting to repair Twice There is a MASSIVE time investment difference between the two, with both being fairly unreasonable. Let's assume we have a fairly active raider, who gets about 150 kills per week. Let's say that they are also a Weapon User, and only fight people at their SF 1/2 of the time. Let's also be fair and assume damage done to armor is always spread out evenly. 600 Kills in a month Counted as 270 battles to factor variances. Requires weapons to be repaired: 15 Times = 1080+150 Minutes Requires armor set to be repaired: 2 Times = 5490+120 Minutes As you can see, this realistic data set, based on a middling raider at best, would require they have a combined effort of well over 100+ hours PER MONTH to maintain their gear to continue raiding. Assuming that they themselves are doing a portion of the crafting for their equipment, Armor costs 93.5 Hours of game time, and a Weapons cost 21 Hours of game time. What would change: Durability would be raised, or crafting times would be lowered to allow people to maintain EJ-Rank items while maintaining a real life, or at the very least the ability to raid in the game they're making items for. At present the numbers necessary to maintain EJ items are unreasonable, and well beyond the scope of an individual to maintain. Hell, I'd go as far as to say that if someone took on the roll of front-loading the materials they would hardly be able to raid, especially if their play-time or schedules are limited. If the game is going to be balanced under the assumption people have access to these resources- then I shouldn't need to say it, but they need to be made realistically accessible to manufacture and MAINTAIN. All of the numbers posted in this thread were for the assumption of an average, MEH EJ raider. The numbers for someone actually going HAM at EJ increases those numbers by even further unrealistic levels of time to maintain. I don't have all the answers here, and I don't know what numbers being changed would really be fair or realistic. But even so, I know that 45.7 HOURS of crafting to repair one set of armor is wholly unmanageable, unrealistic, and unfair given how long it lasts. And 15 Fights at full durability is way too quick for weapons to break at Endgame. How it would change: See Above How it benefits us: See Above Why it matters: See Above EDIT: My god its worse than i thought, it was brought to my attention that radiant studs and plates are 125 minutes not 1 hour 20 minutes as i had originally thought, numbers have been adjusted to reflect the actual current craft times, which, honestly, they make the outlandish 9 hours for a repair kit that i assumed, seem REASONABLE compared to the current 16 HOUR ordeal.
Suggestion Outline: Create a sleep-able spot on the map for outlaw trading between themselves and one-way trading between other villages. What would change: Outlaws will be able to gain access to resources by being able to trade with other villages (read problems/concerns). Outlaws will have a safer meeting spot on the map similar to a village, but simply focuses on crafting and related services. How it would change: Just give outlaws a little spot that grants them access to an Underground Market and item repair while sleeping. Heck you could even throw in a ramen shop to make the spot feel more special if ya like. How it benefits us: Gives outlaw crafters access to crafting material which is otherwise unavailable due to its extremely limited community. Allows outlaws to be able to repair their own equipment and other outlaw's equipment, which is currently not a feature available to them. Gives villages another outlet to sell materials/items to. Why it matters: Outlaws currently have limited to non-existent content available to them. This will allows them to have functions that should be available to them anyway such as crafting and item repair and help give them the independence I believe they were meant to have relative to a village setting. Problems/concerns involved (if applicable): The underground market system between villages will be a glorified trade system and defeat the purpose of local grand markets if not restricted properly. Simply disable villager's ability to make offers in the underground market and it will be a one-way trading system from villagers > outlaws. Since outlaws do not have a method to communicate with villagers other than through pms and villagers have no real incentive to sell to outlaws instead of their own villagers, it might be nice to make a universal profession list that people can look at freely to see who does what. Of course signing up on this list to reveal your profession information would be an optional choice for each crafter. Anything else relevant to your specific suggestion (if applicable): Instead of a new spot on the map, you could just rename a ramen shop or allow said features in the City of Mei. Lot of flexibility on how to implement it.