Repair costs shot up

I think this sort of play should be encouraged. It should be more chess than Call of Duty. Think twice, cut once.

I have no problem with that, I fought that way right from the start. I only have a problem of FD permanently changing their minds. You never know if next week repair cost are down again. And a week later there are up again. Then down. Up. Down. Up. Down...
And its not the only part of the game from which you never know when FD will change their minds again.

It's not a change, it's a............? Bug.
Bug, Change, Feature....where's the difference in Elite ? I stopped classifing them correctly, it is often too hard to tell which one is which here...
 
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He doesn't say if its bugged too high or too low though, we'll have to wait and see what they actually intended. Again looks like game balancing/bug fixing in progress.

Finding anything other than bleating in this forum can be like panning for gold. I would mention power play, x-box and CQC but it could melt the interwebs.

In that post he is literally responding to a question about repair costs being too high. And your response is 'it doesn't say if they're bugged too high or too low'.

it's a bug. They're too high. It's bugged.
 
In that post he is literally responding to a question about repair costs being too high. And your response is 'it doesn't say if they're bugged too high or too low'.

it's a bug. They're too high. It's bugged.

Yes but he's talking in terms of "a bug", we don't know what that bug is, it may only be in how the costs are broken down or displayed not the costs themselves. My repair costs have not only gone up, I've noticed there are cost changes in industrial systems (cheaper) and places I'm allied to (again cheaper), this looks like a good bit of game balancing. We'll have to wait and see.
 
I have no problem with that, I fought that way right from the start. I only have a problem of FD permanently changing their minds. You never know if next week repair cost are down again. And a week later there are up again. Then down. Up. Down. Up. Down...
And its not the only part of the game from which you never know when FD will change their minds again.

Absolutely agreed! Why can't it be a % of the hull / module cost from the off? Why can't we have per-unit fuel prices? Instead, we get this we-satisfy-the-whiners-or-then-again-we-better-not rubbish. Drives me nuts.
 
ah the 'real life' argument. And you managed to drop you own a BMW. Good to know.

This is is a game. Not real life. I don't care what happened with your dumb car last year or anything to do with your life.

We are talking about a game and the balance between progress, challenge and fun.

Fortunetly FD understand this is a game and not a 'BMW owner simulator' and will fix this bug when they get around to it. Regardless of your obtuse arguments.

A couple of important points to this:
_
1) I YEARN for ED to become a real life simulator and my post is explicitly aligned to that very notion. In fact, I stopped playing The Witcher 3 recently because I didn't get to file any monthly reports and it didn't stress me out enough
2) Rolls Royce is BMW too nowadays
 
Can't have your cake and eat it.. You got the 10% dropped! something has to give somewhere.

Stupid point to be honest. Quite a number who posted against the implementation of the 10% module depreciation as it stood are also in favour of measures such as increased repair costs since it's a logical and believable change. You really do need to get over it ;)
 
A couple of important points to this:
_
1) I YEARN for ED to become a real life simulator and my post is explicitly aligned to that very notion. In fact, I stopped playing The Witcher 3 recently because I didn't get to file any monthly reports and it didn't stress me out enough
2) Rolls Royce is BMW too nowadays

This is a counter-argument how exactly?


See what I did there?

Edit: It's a bug.
 
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Yep..python...put in ticket...got reply...told me to take a screen shot next time...can only assume it's deliberate...my mate did same and they refunded him though...still...life...stuff......innit :)
 
Was quite the topic seen as they were put in much higher than they are currently then lowered to this. Yes they are more than 1.3.3 but I don't think they are obscene anymore.

WHAT?! Are you kidding? I incurred a 7,985 cr bill after jumping from one system to another, stopped to pick up some hydrogen from the star in the system and proceeded to my stop. My lasers, which I had not even deployed showed 91% with a repair estimate of 29,000 cr for each one. I never deployed the lasers. How did they incur damage inside the ship's hull? I am flying a Cobra and am Master combat level. I took on a couple of competent ne'er do wells, defeated them and proceeded to collect my 38K cr and incurred over 338K in damages. My hull was only down to 89%. Something is not right with this build. I guess, I'll go back to discovery and planet to planet shipping. Because system to system and combat are too expensive.
 
A couple of important points to this:
_
1) I YEARN for ED to become a real life simulator and my post is explicitly aligned to that very notion. In fact, I stopped playing The Witcher 3 recently because I didn't get to file any monthly reports and it didn't stress me out enough
2) Rolls Royce is BMW too nowadays

Okay, this is now a really confusing post. On the one hand, you seem to be in favour of these high repair costs, going by your previous posts here. On the other hand, you suddenly talk about monthly reports and Rolls Royce vs BMW comparisons, both of which sound rather like you're jesting.
 
Okay, this is now a really confusing post. On the one hand, you seem to be in favour of these high repair costs, going by your previous posts here. On the other hand, you suddenly talk about monthly reports and Rolls Royce vs BMW comparisons, both of which sound rather like you're jesting.

I am in favour of adequate costs and I find the current ones - albeit being a result of a clearly broken calculation - exactly that. What I am not in favour of is the repair button being just a meaningless clicker as it has been since 1.2 (I believe).
_
Re my, frankly imbecilic, comments on real life and me apparently "bragging" that I once owned a (wreck of a) car of a renowned brand, if ED was to become anything 'like real life' where you're slapped with bills that are 10% of the purchase price (be it a car, a house, whatever), guess what. I'd stop playing. I made that comment in jest to begin with and I'm genuinely sorry if that's confusing.
_
The bigger issue I see here is that Frontier seem to be a headless chicken running between moaners and people calling for reason, meaning and logic to be in the game. If the moaners win and the repair button becomes once more an obsolete clicker, well, at least I tried. It won't break my game but I sure won't be thrilled by it.
 
3 millions to repair Conda at 27% Damaga, i m not playing any more

ED Developers pls let me know when u fix repair costs
 
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3 millions to repair Conda at 27% Damaga, i m not playing any more

ED Developers pls let me know when u fix repair costs

Repairs seem all over the place, 450,000 for 1% hull on my python last night, managed to repair all my modules with Auto repair modules and reduced costs to 125,000, maybe that's the way to go at the moment
 
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The bigger issue I see here is that Frontier seem to be a headless chicken running between moaners and people calling for reason, meaning and logic to be in the game. If the moaners win and the repair button becomes once more an obsolete clicker, well, at least I tried. It won't break my game but I sure won't be thrilled by it.

Well, let's look at it like this: too high repair cost entirely breaks the game for lots of people, but too low repair cost doesn't really break it for you, as you said yourself. ;)
 
It goes from one extreme to the other, how about the middle ground.

Bounty hunting is now dead, at least with interdiction. Take a NPC vulture cruising around with a 30k wanted, pulled on and lost 3% hull on a successful ind, the repair cost was some 40k (on a clipper).

Players tend to be more difficult to kill, so factor in scb, you would be looking at a player with a 100k wanted, not too many of those.
 
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Just read it from the patch that will be applied later today to the servers:

Hi everyone,

a server update is incoming at 3.30pm BST. They will be down fore up to 30 minutes.

There are two changes for this update. The first addresses the server stability issues encountered last night and the second tackles the repair cost issue.

The fix should bring repair costs into line according with a module’s cost and current integrity; at zero health the maximum repair cost should be one percent of a module’s base value.

The net result should be fewer trivial repair costs and fewer costs that are crazy high. Overall, repair costs will be higher, but importantly, they will be consistently in accordance with module worth; coupled with the following change for ship integrity, on average overall repair costs should be lower.

We’re bringing ship integrity repair costs into line. Maximum integrity repair costs will be one percent of the ship’s hull cost, down from 5%; still potentially significant, but no longer so high as to tempt Commanders into trashing a ship and paying the insurance premium over fixing it back up.

Thanks

Michael
 
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