I found myself pondering over the feature of item damage and repairs while reading about the numerous complaints in regards to dungeons, earning money, etc. I am going to try and share my full thoughts on this topic, but I would love to hear from someone at ArenaNet as to their reasoning behind damaged gear.
That said, let me begin. My first thought is, repairs are in place to punish death, both in reducing effectiveness of the player (when gear is fully damaged) and in penalizing the player monetarily. The question that comes to mind though is, why?
Let’s look at the effects of repairs on the player.
1. It adds stress to the player for dying.
2. It reduces player wealth, in effect acting as a sink.
3. It kicks a player in the teeth while they’re down.
4. It adds an extra step to getting back into the action.
Now let me touch on these points. Firstly, the stress factor. When fighting in a tough area, for example in a dungeon, the player is already stressed by trying to maintain high focus to succeed in the fight and defeat their foe. Adding to this the thought that every death is another chunk of change becomes stressful when currency is already difficult to manage for your average player.
The second note, that it acts as a sink would hold up as a viable reason to keep it, however there are already SEVERAL sinks in place, that it is unnecessary for controlling the economy. That in mind, it then serves only one purpose, to punish the player. More on that in a moment.
Third point is that it kicks the player when they’re down. This ties in with the second point, it costs money. So you died a few times, now not only do you have to return to a repair station which is both time consuming, more so if you walk, or costly if you teleport. In addition to this, the player is already punished by the knowledge of failure and defeat, as well as the currency cost of having to teleport to the nearest waypoint, and the time cost of having to travel.
Last point, I stated it adds an extra step to getting back into the action. The player is now effectively in time out. We have to take time out of our adventure to go and repair, which also acts as an immersion breaker.
So my question is, why do we have repairs? Is it simply because other games have them and so it is expected?
I have read it several times from ArenaNet that the M.O. of GW2 is ‘Fun’. Repairs are not fun, and in every way possible, they are stressful, frustrating, and an extra unnecessary punishment to the player.
Why do I say it’s unnecessary? We are already punished monetarily and with time by having to respawn. Even if we decide to wait for a res, we are still punished by the time factor. Repairs do not fit with the idea of ‘Fun.’
Take a look at areas of the game that do not punish the player with repair costs. Fall death and puzzles. The punishment here is having to start over. However, the punishment of having to start over is sufficient enough, but does not cut into the ‘fun’ factor of the challenge. The same punishment applies when we die in combat. We have to start over, travel, etc. Yet we are thrown an additional punishment for dying in combat.
TL;DR: If the goal is indeed for GW2 to be fun, then why add this extra condition to death? We have the timed death penalty, teleport cost, time cost, stress factor, frustration, some times even anger! Do we really need repairs on top of this?
(edited by Sondergaard.8469)