Repair costs aren’t the problem. Decimating the NPC value of useless recipes and equipment is pretty bad though, they didn’t need to be reduced to that extent. At level 100, I was really enjoying my progression, saving up some cash to get another attribute level or refine my weapon once every once in a while - those were the real checks on my funds. They already bankrupted you easily if you just hammered them. I just try to hang onto around at least 100K for whatever, in case I suddenly need it, like spotting something (actually) good in the market. Raw silver from enemies, as far as I’ve experienced, seems barely enough to sustain yourself, even at moderately “high” level. The majority of players only get enough for some progression now and then by NPCing items.
With attributes beginning to cost tens of thousands of silver to increase, it seems unlikely you’d be able to get them with any sort of periodicity at this rate. The repair costs could have been increased some, certainly, and maybe NPC values could have been decreased some, but this seems like too big of a jump at once.
Even if I NPC’d the 4 weapons and 2 recipes I dont need in my inventory (because they absolutely will never sell in the market), I wouldn’t even recover 10k. I spend around 6k on skill catalysts each time I’m running low. I don’t sense any sort of progression other than base level in the future if it comes to just breaking even.
If the reason behind this change was to sink money from the highest leveled players, its poised to do more harm than good. This is obviously just conjecture, but I can’t help but feel like they might’ve anticipated it wouldn’t be well-received so it wasn’t specifically mentioned in the giant list of changes prior to or during the maintenance. I suspect activity on the forums during those four hours if beforehand they had actually included “all your stuff will only be worth 10% of it’s original value when you return” might’ve been a little different. That just seems like the sort of thing you’d want to mention when you’re listing changes, temporary or not, doesn’t it? Just saying it should have at least been announced when they had the perfect opportunity, plain and simple.
To reiterate - I don’t feel increased repair prices (when the scaling cost bug is fixed) are a problem, but any sudden inability to actually save silver for progressing and getting stronger other than gaining levels is a bit of a drag. Attributes seemed like quite good sinks to me originally since the costs went up significantly each level for the better ones. Those 20-60 minute timers for each level become meaningless if it takes you an inventory full of loot (and therefore probably several hours of playing) to afford a single level in some. I’m well aware this is a beta and changes are to be expected; I’m just trying to think of how such a large potential change in income will work in the future, especially looking at scaling prices of attributes and refining. I’d still be able to comfortably afford the bugged repair prices if my income wasn’t decreased by almost a factor of ten. The repair cost issue was quickly declared a bug in the “known issues” thread. NPC value changes, however, aren’t listed as a bug currently. If they were, they should’ve really been declared so by now, in which case I wouldn’t be so concerned.