Posted July 17, 2017 A wooden fence gate QL=28.66492, dam=65.705605 repaired with a plank q 55.57 results in QL=28.620863, dam=57.518467. So wood fence repair only gets 8 damage removed per plank? It only took 2 planks and 2 shafts to make it! I don't remember a change notice about this so it must be a bug. 1 Share this post Link to post Share on other sites
Posted July 17, 2017 Changes to fence, floor and wall repairing and improving. Base timer for repairing and improving these is now 4-8 seconds, depending on your repair or building skill. This applies to all building material types. Timer is doubled if there is an enemy presence nearby. Damage repaired per action is now between 5 and 10 damage, depending on repairing skill and the quality of the item you’re using to repair.+ Not a bug 1 Share this post Link to post Share on other sites
Posted July 17, 2017 In the past fences were treated different from the walls of buildings. Resources consumed in the repair process had some relationship to the resources consumed in the creation process. Using 10 higher quality planks to repair a fence gate made with 2 planks and 2 shafts seems illogical and an unnecessary added frustration to the game . Please rethink this change. Share this post Link to post Share on other sites
Posted July 18, 2017 7 hours ago, zorako said: In the past fences were treated different from the walls of buildings. Resources consumed in the repair process had some relationship to the resources consumed in the creation process. Using 10 higher quality planks to repair a fence gate made with 2 planks and 2 shafts seems illogical and an unnecessary added frustration to the game . Please rethink this change. At that point you can just break the fence/gate and make it again... but it does seem pretty crazy... Share this post Link to post Share on other sites
Posted July 22, 2017 +1 to some consideration of creation materials for repair output. Sounds like a great idea. Share this post Link to post Share on other sites
Posted July 23, 2017 (edited) +1 having it tied to skill and ql makes sense, but it should scale exponentially to a more satisfying end result, at least where PvE is concerned. Edited July 23, 2017 by Reylaark *sense Share this post Link to post Share on other sites
Posted July 23, 2017 +1 Idea for how to do this on Freedom, not applicable to Chaos or Epic since pvp makes things weird. Base Damage Repaired = 100*(Weight of repair item)/(Total weight of construction) and then effected by QL. EX: Plank = 2kg, shaft = 1kg, fence = 2+2+1+1 = 6kg Base Damage Repaired = 100*2/6= 33.3 damage repaired per plank before QL taken into consideration. Share this post Link to post Share on other sites