Goodness!
This has been a spirited topic! Much more than I originally thought it would be. Thanks, everyone who has been contributing!
And especially, thanks Gruenesschaf for adding your perspective and explanations. It really helps us understand the decisions and how we got where we are today.
Hopefully, this isn't too big of a derail, but I wanted to make a few more comments about the idea of a pre-tax as a solution to some of the current repair system criticisms, as well as address one or two of Gruenesschaf's points.
The repair mechanic was chosen mainly for these reasons:
1) It scales with usage and hence affects every play style equally and if you only have an hour every evening you will see only a small decay compared to someone playing 8 hour sessions
I agree with this point
mostly.
While it is true that someone who plays longer will see more decay, I don't feel that the current decay system is
fair.
Take as an example a tank and a caster in the same farming party. The tank, who is on the front-line bashing away at (and being bashed by) enemies, is going to see a much higher rate of decay across more of her equipment than the caster who is lurking in the back of the group casting spells. Under normal conditions, the only piece of equipment that the caster will suffer decay on is her staff, since her armor and accessories aren't being hit. The tank, in contrast, is suffering wear on her weapons, shields, armor, and accessories which are weathering repeated blows. Of these two, the tank is going to be facing a crippling repair bill at the end of the night, while the caster just needs a new coat of wax on her staff.
A fairer system would be one that falls on all playstyles equally, which is what a tax-based system does.
Another point to consider is that the best farming classes in the game are pet classes (BDs, Cabalists, Animists, Necros -- to an extent). Pets do not transfer decay to their owners (necros as a possible exception, I don't know if that is implemented on Phoenix as it was on Live), so the ones who are making the most gold from farming are the very ones who are paying the least amount in repair costs.
That doesn't seem fair, does it?
2) It already is a mechanic in the game but until this change it basically just existed while not really having any meaningful effect
Is the repair mechanic important enough that keeping it in the game is paramount? What does it add to the game? Is it a fundamental mechanic, or is it just a ritual with a gold-sink? Removing the ritual (which no one likes or cares about), and we are left only with the gold-sink. Is there a better way to express the gold-sink? I think there is. You haven't been shy about discarding or changing gratuitous legacy systems or mechanics. There are many QOL improvements here that exist to remove a lot of the droll, repetitive, or boring aspects of play.
- Picking up loot after killing a mob is an existing mechanic, but its annoying so you gave us autoloot.
- Crafting can be so boring and sleep-inducing, so you gave us craftqueue.
- Getting from place-to-place on a horse takes hours, so you gave us porters.
- /switch, /moveitem, etc. pp.
These are all QOL improvements that we
love!
Anything that takes the skullduggery out of playing is a
good thing, and by contrast, anything that adds meaningless ritual and requirement to play the game is a
bad thing. Having to visit a smith to do repairs is one such legacy system: It might work, but it only serves as an impediment to playing the game. This is why I think a pre-tax for maintenance and repair serves the dual purpose of reducing the amount of gold that comes into the system in a fair manner, as well as removing a ritual that no one really likes.
And ofc reducing the money gained, e. g. via some tax, would in the end have pretty much the same effect aside from the repair mechanic still just being useless and complaints about nerfing money while also affecting those that are leveling up (repairing can pretty much be ignored entirely until max level due to negative effects now only starting below 90%).
Sepplord made this point earlier as well. To this point that a pre-tax is no different than a reduction in gold-drop rate: I agree. Functionally there is no difference: the end result is less gold enters the system. There is, however, a perceived difference. By showing the repair message at the time of award, you are explaining to the player why their gold reward is lower. That sort of feedback goes a long way to assuage frustration, as well as remind the player that they are sacrificing a little gold for a lot of QOL (no more repairs!) There even exists a mechanic today for handling taxes (guild taxes), so it isn't really creating a new mechanic to add an equipment maintenance tax.
W.r.t. those folks that are leveling up, perhaps they could have a scaled tax rate to ease the burden of making money as they level. Full tax wouldn't be assessed until they were 50 or went /xp off. This is, admittedly, the part of my suggestion that needs some more definition.
A potential QoL feature might be that the smith will give the option to repair all items at once for extra sticker shock effect :p
I
really like this suggestion. I even mentioned it on our guild discord server as something that WOW did that I wished we had here on Phoenix. It's just so nice to be able to click one button (or link) and have everything be repaired. I still think it would be better if we just never had to repair at all, but this is would be a very welcome improvement!
With a pre-tax system, the gold
earners are the ones that pay the most in taxes. If you are out RvRing all the time, you are only going to be taxed on your actual guard kills and task rewards, while farmers are going to be taxed on their farming and task kills. The more gold you make, the more taxes you will pay. No one will have to run to the smith or suffer the embarrassment of forgetting to repair before heading out for a night of RvR (or farming).
That seems
fair to me.
Thanks again so much for reading and for providing such a great server to play on!
edit: These arguments always sound so much better in my head than when I write them down! Some minor tweaks and clarifications to my points and some re-writes, sorry!
/hugs