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The new repair tools are not repairable?

Posted: Sat Jan 03, 2015 9:41 pm
by ceselb
My char just repaired a couple of battle axes using a quartz whetstone. After repairing two of them from used to brand new the whetstone now is used. It can't be repaired.
I sure hope this is a bug, otherwise the deterioration is very fast indeed.

Re: The new repait tools are not repairable?

Posted: Sat Jan 03, 2015 9:53 pm
by computaertist
Repairing your personal things, especially weapons, is a slow and laborious task. Sometimes it can take years or occupy many people. To give you the choice between spending time or resources, we have introduced a set of special tools, which can aid you in long repair projects. These optional tools are used to increase the efficiency of your repair projects, from a small +50% to a huge +500% bonus.
Specialized tools have different characteristics; some are universal, while some are applicable only for some types of objects. For example a whetstone can be used only for sharp objects, which applies to most weapons. A full list of these tools is available here: http://wiki.cantr.net/index.php/Category:Repair_tools
These boosting tools cannot be repaired themselves.

Re: The new repait tools are not repairable?

Posted: Sat Jan 03, 2015 10:02 pm
by *Wiro
They are designed and balanced to give a considerable boost to repairing, and the cost (resources+time to build) are factored into this. You don't have to worry about them crumbling apart while not in use, however.

Re: The new repait tools are not repairable?

Posted: Sat Jan 03, 2015 10:16 pm
by ceselb
Well, some islands don't have any native clay for example, so in that case these repair tools would be very expensive indeed. *Sighs*
I am for having some resources being consumed, like the fuel. But it wasn't very clear. Had it been clear this char would not have wasted the resources.

Re: The new repait tools are not repairable?

Posted: Sat Jan 03, 2015 10:17 pm
by sanchez
I agree with ceselb. It’s really confusing that these tools are unrepairable. How is this different from adding resources and time to every repair project? How much is really saved by this? And diamonds, silk, and oil are expensive not easy for many chars to get.
*Wiro wrote:They are designed and balanced to give a considerable boost to repairing, and the cost (resources+time to build) are factored into this. You don't have to worry about them crumbling apart while not in use, however.
Not using these tools is not exactly a solution.

Re: The new repait tools are not repairable?

Posted: Sat Jan 03, 2015 10:25 pm
by *Wiro
ceselb wrote:Well, some islands don't have any native clay for example, so in that case these repair tools would be very expensive indeed. *Sighs*
I am for having some resources being consumed, like the fuel. But it wasn't very clear. Had it been clear this char would not have wasted the resources.

I've added a disclaimer on the Wiki, but this would be difficult in-game.

Re: The new repait tools are not repairable?

Posted: Sat Jan 03, 2015 10:43 pm
by Bmot
sanchez wrote:I agree with ceselb. It’s really confusing that these tools are unrepairable. How is this different from adding resources and time to every repair project? How much is really saved by this? And diamonds, silk, and oil are expensive not easy for many chars to get.


It's actually quite logical that sharpening stones deteriorate and aren't repaireable. If you sharpen your knife irl your sharpening stone wears out as well, and you need to buy a new one when it's worn out.

If I understand it correctly, the repair-help objects are meant literally as a way to use up resources instead of time. It's a choice you make, use expensive resources or a lot of time to repair your fancy battle axe.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 2:49 am
by Doug R.
I also view this as a way to trade time for resources. If you don't have the resources, then nothing changes. The only things these tools make sense to use on are things like battle axes where repair times can exceed 26 hours. Having an option to speed that up by 500x is very valuable and likely worth the resources even in areas where they are rare.

I also disagree that not being repairable wasn't very clear, as it was expressely stated in the announcement. However, adding that information to the wiki is necessary as the announcements are a one-shot deal.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 3:24 am
by sanchez
There is no logic that determines which items are repairable and which not. And no RL correlation explains current values. The battle axe was given an unreasonable and out-of-balance rot rate in comaprison to other items. There may have been reasons to motivate this, but they are not the same ones that justify making these repair tools unusable for a majority of chars who might want them.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 4:57 am
by Cdls
Doug R. wrote:Having an option to speed that up by 500x is very valuable and likely worth the resources even in areas where they are rare.


I think you meant 500% or 5x, right?

At 500x, the repair time for a 26 hour project would be insanely small, versus 500% or 5x which would make a 26 hour project just a bit over 5 hours in length.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 10:36 am
by SekoETC
The wiki clearly says how long the tools last when constantly in use (6 days etc). They deteriorate much more slowly while not being used. If you aren't ready to deal with whetstones wearing out in use then don't use them.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 5:37 pm
by ceselb
So the "fix" for unreasonable repair times are to add another stop gap measure in the form of repair tools? Why not fix what was wrong in the first place?
Now the wiki says so, yes. It did not when I had a look at first. Also a lot of people probably don't look at the wiki so much. This is the first tools to my knowledge that isn't repairable. Since this apparently goes for the whole category of tools, how about reflecting this in the build menu at least? Call the category "Repair tools (not repairable) or something.

It's good to have more things be used up. Food, petrol and now the repair tools are now the only things that actually gets used. Well besides the sunken boats.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 6:10 pm
by Bmot
So on one side you want things to be used up, on the other side you want repairing battle axes to take less time? Seems a bit contradictory, don't you think?

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 7:48 pm
by Pilot
Moved to General Discussion.

Re: The new repait tools are not repairable?

Posted: Sun Jan 04, 2015 8:44 pm
by ceselb
No I don't think so. Having these new things are very centered on the existing big islands, where life is easy and you can get things. In other places life is quite hard, everything is a struggle and you have to really fight everything.

The char I had build the whetstone is in one of these struggling places. He has to keep a lot of tools in repair since the population is lower now, but he stills hope to see more later or just give things away. I as a player had no idea of knowing these items were one time use only. This is a new mechanic and hasn't been explored before. Had I known I would not have wasted a very precious resource that could have found better use as something else. I will most likely not get any more clay with that char in a long long time, possibly ever. I made it because I knew that there was a need of repairs. I even suggested that a visitor could use it to repair their things as well, thinking that it was permanent.
My char is now cheated out of a permanent whetstone that could have been a good help for the region or at the very least the clay used in construction of it.

The big, rich cities already have it too easy I think, that's a large part why it's so boring. While the other regions are hardly ever thought about. For a rich city a one time use item is great for trade and such.
Can we have both then? My char would have loved to have a permanent thing to improve repair. He can't build any of the other things, and most likely will never be able either. If there was a thing that was permanent he could use such a thing for sure. It would be treasured.

It's been talk about fixing rot for a long time, since before I was chair. This imo isn't a solution at all. It's badly thought out, region specific, unbalanced and generally a bad decision.