Give /repair to everyone, but with a couple of changes to still make the extcommands+ feature worthwhile. Make the free version of /repair cost XP to repair tools. (about as much as you would with an anvil, preferably. Make Ext Commands (not plus) cost half as much to repair tools (including enchanted tools) Make Ext Commands+ cost no XP to repair tools. (I'd like it to be quarter XP costs. But I guess that would make it unfair towards people who paid a lot of money for it) Make the message you see when you can't use an anvil mention /repair, and add a page in the /help called "Repair" with information on repair and the ext commands features. The reason I'm proposing this change is for multiple reasons: The unlimited free repairs system has caused the XP economy to be wildly unstable. There is lots of XP coming in, and almost no XP coming out. But when you nerf XP income, you negatively affect the newer players, making it more difficult for them to get basic enchanted tools to make more money. This provides a method to take some of that XP out of the economy without making the already bought features worthless. This allows any single person to play the game without being dependent on another member of ECC. Right now any builder has trouble making a living because they simply don't know about /repair. They just end up finding out that they can't use anvils and then they just don't know how to fix their tools. Sure, some of them might ask in chat and will get answers, but we cannot assume everyone will do so. Any player who doesn't do so, is a lost case. We lose that player because they think ECC makes things unreasonable difficult. Every person is a potential donator, they're valuable to the server. to summarize: no feature = xp erepair, ext commands = half-cost xp erepair. ext commands+ = free repair. (or quarter xp repair maybe?) this is good for the xp economy, and it's better for newer players.
+0 I am In the middle on this one, I like the one for builders, but what about the ones for people with ext-commands+, I don't want to have exp on me at all times
It's in parentheses, says maybe and has a question mark. I thought that was plenty to heavily imply that it's merely a hope, not an actual suggestion.
Originally, I was against this idea. However, I've come to the conclusion that if EXP repairs cost a lot of EXP, it would not only revitalize the EXP market, but also give players with Ext Commands+ a benefit in having free repairs. +1
What about ext command+ players coming in to undercut the xp price? It could become something the nstar market where there is a large (not good) disparity between server price and player price.
Not sure I understand this. Is there a server price for XP? Sure ext commands+ players could charge less for repairs (or continue to do them for free), but they paid for their feature and are allowed to make a profit off it (or not as they chose). The suggestion is meant to not steal the thunder from ext commands+ players, while still letting people without the features repair their own tools.
He never said he was suggesting it, though. Sure, you could say you wouldn't want it to happen, but it's silly to use that as reasoning against the suggestion, because that isn't what he's suggesting. Sure, there's probably going to be some players with ext commands+ who will offer repairs for cheaper or free, but those players who receive these services aren't whom the suggestion is targeting; The suggestion is targeting users who don't want to be dependent on others or don't know that users offer repair services. Those people will still utilize the server side repair feature. There isn't. He's referring to a potentially large gap between how much the server charges for repairs (in exp for users without ext commands+) and how much users with ext commands+ charge for their services.
Eh.. personally I'd have a formula that assigns different multipliers to different enchantments, and that would define the cost per durability. A little excerpt from a private source has: It also gives people a reason not to throw every enchantment imaginable on tools, since it could increase the cost by too much, making it very cost inefficient.