As a suggestion of pricing repairs and teleports, I think the level of the character needs to be taken in account before putting a flat rate on everyone. Low levels won’t be able to get started if they can’t keep their gear repaired. Honestly I think the time required for repairs is too short. You’re constantly going back to town (teleporting or otherwise using more money) then repairing, just to leave for maybe 10 mins of grinding to come back and repair again. I am wondering how effcient Squire skills are to keep gear durability up higher then normal but seems durability itself is quickly reducing faster then games like Diablo 3 or something of that effect. Perhaps my general idea revolves around charging so much per level of the character. Level 1 character 1 silver to repair an item. level 10 100 silver, level 20, 200 silver idk something within reason. and if the characters get past 100 perhaps flat rate it at that point. It should probably be a crescendo to a flat rate, slightly lesser gear would be easier to repair in logic no? cheaper? otherwise they’d just find another item like that and wear it once the other piece breaks. Perhaps upgrading the gear by anvil should also imply more durability since it’s higher quality, meaning we don’t have to come back to repair as often and we have a reason to take our gear up higher just to keep from town as often as possible with higher durabilty scores on +ing a weapon. These are mixed up ideas I know, but it’s input I offer just the same. Something along these lines would make it more fair I would think for those starting a new character to those who are pass a threshhold on the repair cost and it just gets too much out of hand.
Enjoying the game and look forward to full release. Hope this helps some ^^
