New Repair Cost... Or New Bug?

Have the repair costs been adjusted (as in "have skyrocketed") or is this another bug? Prior to patch 4 if my Anaconda was at 61% hull after combat i'd be paying around 50-60,000 in repairs... my latest repair bill was 1.2 million, so my foray into the conflict zone ended up with a 600,000 loss after repairs... essentially if your shields go down in a conflict zone now, get the hell out of there immediately!
 
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I think they are where they should be.

This morning when the update hit it was roughly 1.3mil per 1% on the Anaconda and 220k per 1% on the Python. This was hotfixed reducing the cost later in the day.

All from today:
https://forums.frontier.co.uk/showthread.php?t=157623&highlight=integrity
https://forums.frontier.co.uk/showthread.php?t=157645&highlight=integrity
https://forums.frontier.co.uk/showthread.php?t=157593&highlight=integrity

Main thread here:
https://forums.frontier.co.uk/showthread.php?t=157578&highlight=integrity
 
This happened long after that hotfix that was mentioned, so these ARE the new repair costs, not a bug? These costs make conflict zones far too risky. If you have a large ship then the moment your shields are down the damage you take will more than negate the amount you'll have made in bonds. The most annoying thing is, if this was any other developer this would not only be seen as a bug/mistake by hiking the repair costs by 20x, and be sorted out within an hour... but FD's reputation means it surprises no-one, annoys huge amounts of players, wouldn't be fix for days IF it is a mistake and yet is considered the norm. To make things worse, FD's usual stance of total silence on almost everything means we have absolutely no idea if this is intentional, temporary, permanent or anything! And people still wonder why I am so massively critical of FD in my videos!
 
It's not new repair costs. It is just an adjustment back to pre 1.2 values where repair costs were somewhat realistic and believable prior to them being clubbed into oblivion.

Now you have to look after your ship. Repairs are at last again a factor. Now if we could be refueling costs adjusted accordingly as well all will be golden.
 
OP is talking about repairing his hull after it was damaged. He was not repairing the integrity because of wear and tear (like all the answers implied). The latter was adjusted, bugged, fixed, bugged, fixed. The former, I have no idea :)
 
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fix it- break it- fix it - fix it- break it- fix it -break it-fix it-broke for good....

If they posted the maths behind it we wouldn't be guessing, instead it's just:

"We fixed it."
"We fixed it again."
HOTFIX "We fixed it for real this time."
HOTFIX "We fixed the hotfix values again."

The nebulous nature of the patch notes is responsible for the confusion and it's a shame we don't receive better communication.
 
It's not new repair costs. It is just an adjustment back to pre 1.2 values where repair costs were somewhat realistic and believable prior to them being clubbed into oblivion.

Now you have to look after your ship. Repairs are at last again a factor. Now if we could be refueling costs adjusted accordingly as well all will be golden.

Is this the direction FD are always going to take? Set things like repair costs at a level for one major update, lower them in the next major update, then raise them again in the next, repeat ad infinitum? The complaints in 1.1 were that repairs were too high, then during 1.2 that they were too low. I'd have thought it quite easy to figure out that setting the repair costs mid-way between the two would appease everyone... but no, instead FD just revert back to 1.1 levels... and will then wonder why the same complaints about them will start all over again.
 
It's not new repair costs. It is just an adjustment back to pre 1.2 values where repair costs were somewhat realistic and believable prior to them being clubbed into oblivion.

Now you have to look after your ship. Repairs are at last again a factor. Now if we could be refueling costs adjusted accordingly as well all will be golden.

In the today patch notes, there is nothing about intentional change of repair costs. There is only a mention that post-patch server side hotfix repaired the broken repair costs which went crazy after today patch.
And yes, it seems that server side hotfix repaired the "hull integrity" bug, but made more bugs elsewhere. As always during last month. :(
 
If they posted the maths behind it we wouldn't be guessing, instead it's just:

"We fixed it."
"We fixed it again."
HOTFIX "We fixed it for real this time."
HOTFIX "We fixed the hotfix values again."

The nebulous nature of the patch notes is responsible for the confusion and it's a shame we don't receive better communication.

I am reiterating myself, but that's why to begin with, we need a formula. And then the software will just have to execute the formula that we agreed on.
So we know whether it is fixed or broken.

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Is this the direction FD are always going to take? Set things like repair costs at a level for one major update, lower them in the next major update, then raise them again in the next, repeat ad infinitum?

In itself that wouldn't be so bad. But these are not small adjustments, they are changes by orders of magnitude.
 
In itself that wouldn't be so bad. But these are not small adjustments, they are changes by orders of magnitude.
Agreed, a rise in repair costs themselves isn't a bad idea, they were extremely low, but the scale of the rise is the issue here. Increasing them by some 20x is ridiculous. An increase of up to 5x would have been a far better solution.
 
Agreed, a rise in repair costs themselves isn't a bad idea, they were extremely low, but the scale of the rise is the issue here. Increasing them by some 20x is ridiculous. An increase of up to 5x would have been a far better solution.

I am just looking at it and the prices are total non-sense. For Python for example the "Unit cost" are as follows:

Power plant - 1 Cr
FSD - 1Cr
Thrusters - 62 Cr
Shield booster - 26695 Cr
Chaff - 808 Cr
Beam laser - 6327 Cr
Burst laser - 19836 Cr
Hull - 121559 Cr
Docking computer - 428 Cr
Shield generator - 29 Cr
Paintwork - 10 Cr

Crazy
 
It's not new repair costs. It is just an adjustment back to pre 1.2 values where repair costs were somewhat realistic and believable prior to them being clubbed into oblivion.

Now you have to look after your ship. Repairs are at last again a factor. Now if we could be refueling costs adjusted accordingly as well all will be golden.

The primary source of w&t is flying in SC, more precisely the distance covered. Therefore, the primary effect of high w&t cost is that it heavily discourages long SC flights - something that is already unpopular due to the time it takes.

Therefore, I do not consider "all golden" when you have to think twice about doing a rather normal thing like doing a delivery mission to Achenar (typical distances there are 10-20k Ls).
 
I am just looking at it and the prices are total non-sense. For Python for example the "Unit cost" are as follows:

Power plant - 1 Cr
FSD - 1Cr
Thrusters - 62 Cr
Shield booster - 26695 Cr
Chaff - 808 Cr
Beam laser - 6327 Cr
Burst laser - 19836 Cr
Hull - 121559 Cr
Docking computer - 428 Cr
Shield generator - 29 Cr
Paintwork - 10 Cr

Crazy

Those numbers seem almost... random. I'm assuming what ship/s that dealt that damage wasn't targeting any subsystems.
 
Yeh, the repair costs are seriously out of whack. Makes opposing expansion ridiculously expensive (i.e. hundreds of thousands in repair costs to interdict 20 ships to get 300 merits). They just don't seem to know how to scale things. Yes the previous repair costs were low but in line with some power play tasks, but now, I will be giving up power play and waiting until they decide what they are doing (again!).
 
Yea, Hull and component prices are completely out of whack.

External components cost as much or more than hull integrity...per unit.

And the "repair all" numbers are almost double what the actual components cost to repair on the screen if you add it all up.

Just using Pavel's numbers as an example shows something is seriously...seriously...wrong with repairs.

And they were not even mentioned or "touched" in the fixes today.

Edit: It's hilarious...because we all joked about how paying your insurance cost was vastly cheaper than paying for hull integrity repair costs...

And now repairing your shield booster at 95% is equal to buying an entirely new one. Thats 20x worse than the hull integrity problem lol.

Maybe this is why hull integrity has stayed broken, and they keep having to "fix it" every patch....because they don't know where the lines of code are that ACTUALLY addresses hull integrity.
 
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This has been the featured fix in several patch notes since 1.3's release. And what all those fixes have in common is that they don't actually fix the bug. There's always a thread of "can anyone confirm" followed by people posting that to repair 3% on the current build, it costs around 500,000 credits. The devs make a response, thank people for the testing, and go back to the drawing board to try and fix it again.
 
Those numbers seem almost... random. I'm assuming what ship/s that dealt that damage wasn't targeting any subsystems.

No, my ship is 100% healthy. Those are numbers which I see in the "Repair" section as a unit price for eventual repair if my ship will have damage.

Simply look at the Repair section and you will see. I am curious what prices are there for different ships. I am too tired today to fly to my other ship (Asp, Cobra, Vulture) and check.
 
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2% repair on a single shield booster is currently 25k. Equipment and hull (not hull integrity) are blown way high again now...
 
It is most certainly not right, I left a conflict zone in my python with 800,000 in bonds and was at 100% hull, all my modules were around 90 percent as they took some heat damage
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1.2 million repairs
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If the repairs almost double what you can earn with them, bigger ships they are useless for anything but trading now
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Edit: Thought just occurred to me, I'm taking Auto maintinence modules from now on, not paying that again
 
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