Repairing tools

hear is how I feel repairing should be done.

Stone Age: wood and stone tools can not be repaired.

Industrial Age: copper, iron, gold, silver, titanium, step 1: place 1/3 metal used and your broken “metal” tool in the furnace the ore will be used up in the furnace and the tool will become red hot. Step 2: Take the tool out of the furnace and place your hot tool on an anvil were you will strike it with a blacksmiths hammer.
Step 3: Each strike of the hammer is an rng roll successfull hits fix 25% dura failed hits have a chance of putting a defect on your tool/weapon or reduce its durability by 25% after 4 hits the process will finish.
Tools can not be placed in the furnace unless they are broken. Success on the anvil will be based off of how many of that type of ore tools you repaired.
Example:
Fixed 100 iron tools success rate improves for iron tools
Fixed 100 titanium tools success rate improves for titanium
Ect. ect…
forged tools will require a binding catalyst poured on it before placing it in the furnace. If no catalyst is used then it will be destroyed in the furnace.
The catalyst will protect the tool while it’s being repaired. But a side affect will cause the forged too to be bound to the next person who uses it.
This method could be used for gem tools aswell or could use method below.

Tech age: gem tools will be repaired in a laser cutter requiring different levels of power to repair along with 1/3 raw gems to craft the rest is the same method as above 4 tries with laser cutter each missed hit can cause defect or 25% dura loss.
Forge gem tools will require the catalyst poured on them before you repair.

No more RNG with destructive results. Make it some skill based system.

This is a nitpick but that is not what a catalyst doses. This is for accelerating chemical reactions

I think maybe Flux is closer to what you are looking for as that is designed to prevent oxidation when you heat up metal

I believe if they introduced repairing, than most forge businesses would go out of business unless they ended costing more to repair than what current businesses are selling for.

Even if they cause defects or durability loss, extending tool lifetimes beyond what they already are will only hurt the economy.

They could become repair shops in its place (Providing the devs also add an Contract/collateral System to prevent Theft) . If there are people who can’t/won’t forge then there will also be people who can’t/won’t repair, if the system is designed in such a way to support specializations

I don’t feel its a matter of making it cost more material wise. but a matter of designing the repair system to be a skill based system that requires alot of finesse to do correctly. Such that, it would be cheaper to repair it, but take a hell of alot more skill then just forging a new one.

Adding an new item typically helps the econ, as the other person mentioned there will be new iTem(s) needed to try to repair.




I can see this working if its done right. However I don’t think the “right” way, in my book, is the way the original poster intended. as the way I see a repair system working is as an alternative ,NOT an replacement for forging. It will give people a choice. Reforge a new tool. with the high(?) costing materials, and the ruddy RNG that comes with it. Or repair an existing forged item, which would be cheaper, but alot harder to do then forging a new one, and would be harshly skill based with no luck/RNG, and because it would require more skill to do, even if the materials are cheaper, “Repair shops” can still make coin because they would be charging more for their skill in the profession over the materials used.


However at the end of the day. I do not see them adding repairing, because the “correct” way to do the system in my book would be quite complex to add in.

And then the way I think the original poster intended for the system to work, could hurt the Econ.

Still a nice idea to talk about never the less.

The other option would be that repairing would be an epic point skill and to be more successful you would need more points in it/something else. That way most people probably wouldn’t choose it, and those left would be able to be ‘blacksmiths’ since so many points would probably be needed to do it right.

I’m sort of in favour of that, another roll for another shop type would be alright!

Epics and skillpoints don’t really mean that much in the age of alts :wink: