Durability

BioRage

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Pretty self explanatory ....

Durability on weapons and armor.

Weapon's have less durability than Armor, and higher the weapon level the more durability it has...

- Items and armor will have to be repaired (Prevent from hardcore farming)
- Paid by gold (Make use of gold now other zen UGA!)
- Any Blacksmith can repair ... e.g. Helena
- Lower the Durability, the less your weapon does / armor protects / resists.

Thoughts? :D
 

jon50559

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This would be a great gold sink if it were to work the other way around, and some degree of "0/0" durability for nooby items, like the rusty series of weapons.
 

TheOysterHippopotami

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While I do like what this would do for the economy, I'm against this idea for the most part. I can think of nothing more annoying than having a weapon break midway through the_wall or in the middle of a grinding session.
 

jon50559

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Stackable repair stones!!!
Haha.
 

Keldorn

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=|

Keldorn said:
I generally oppose ideas that pose a nuisance to players in order to add "depth", i.e. having to repair weapons/armor, having to sleep/eat, having to dig around in your inventory to swap items all the time, or anything that adds opportunities for players to grief other players, even if inadvertently, since it encourages people to lock themselves up in their own servers so that people don't **** up their runs.

I just don't see how adding/subtracting gold from your character adds to having fun in the game at all.

I mean, I might *possibly* see something coming out of desirable tradeable temporary boosts or upgrades that cost lots of gold, but just randomly adding shit that says "Oh you can't play what you want right now, go get more gold or go back to town to repair your stuff, or walk for 20 minutes" doesn't make any sense to me.
 

Orochi

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Even more attributes to track on a weapon = more lag and larger character sizes. Not sure by how much, but it may be an issue.
 

Thothie

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There is already a function for this, and it is already being saved with every item on the character, namely "Quality" (which is also used for stacks and potions).

I'm not a fan of "jeeze, your stuff wears out" tedium feature of some RPGs, especially in multiplayer. However, I have been considering adding this feature to the degradable shields, increasing their damage capacity several fold first, of course. Coupled with mayhaps a new series of extraordinarily powerful, but ultimately expendable weapons.
 

FER

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Coupled with mayhaps a new series of extraordinarily powerful, but ultimately expendable weapons.

Permanently expendable or fixable?
 

OpsMiller

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actually yea it would make sense to do dmg on items.
it would make gold more valuable than it is now.


like.. you do a map and it decreases your dmg on weapons,...
like you do smugglers_cove and w.e wepon you use gets damaged.. meaning itl miss a bit more.
so you go to helena and repair ur bullshit. like diablo
i liike the idea..
i have a lot of gold. that im only saving for pots and/or another UGA
so say i use a flame lick on islesof dread1 and by the end of the map it starts missing a lot.. i need to now go and revive the item by bringing it to a blacksmith.
thumbs up for rp!!
 

TheOysterHippopotami

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I think this idea should apply to shields. It'd be nice to be able to fix any shield that broke rather than having to find a new one.
 

Postal

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Weapon repairs are annoying enough in other games.
 

The Man In Black

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J-M finds this a terrible idea.

I do as well. Before we get another thread about "how to make gold useful," I should point out: Making something that the players need expensive does not fix the money issue. Players without gold will be unable to fix their stuff, and eventually they won't have anything left to do but farm for a weapon and hope their old weapon doesn't break before they get it. The players that have a sh*tton of gold will have no problem for awhile. Eventually they will become one of the people WITHOUT sh*ttons of gold.
 

Freerad

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J-M v2.5.5 said:
I find this a terrible idea.

The Man In Black said:
J-M finds this a terrible idea.
I do as well. Before we get another thread about "how to make gold useful," I should point out: Making something that the players need expensive does not fix the money issue. Players without gold will be unable to fix their stuff, and eventually they won't have anything left to do but farm for a weapon and hope their old weapon doesn't break before they get it. The players that have a sh*tton of gold will have no problem for awhile. Eventually they will become one of the people WITHOUT sh*ttons of gold.

Agree with Postal on that aswell
 

Thothie

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FER said:
Coupled with mayhaps a new series of extraordinarily powerful, but ultimately expendable weapons.

Permanently expendable or fixable?
Meh, either way. Simpler to do permanently and "go find a new one", of course. Maybe yet another feature to tack onto the Sorc Villa Blacksmith, since you can't just fly over there on a whim, but jeeze, I'm writing up so many for him already.

But really... These sort of suggestions, that fix the economy by adding new expenses that don't give player's access to anything they don't already have, really gotta go though.

Eventually we'll have an economy reset and go from there, but not until we have a new series of script commands allow a full range of possibilities while minimizing chance of error or confusion, and go through every last vendor, re-writing them with said new commands. (Granted, the longer we put that off, the more scripts I'm going to have to re-write. ><)
 

FER

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Please dont take this seriously at all, but a good way not only to reset the economy but also keep it rolling would be a completely community based market system.

the catch? reduce spawn chances so some weapons are can be bougth at all.
 

Thothie

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That's kinda where we are now. There's not a whole lotta weapons you can buy. (Assuming I r reading that correctly.)
 

FER

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I mean weapons you can only get by farming

I took this from a silly flash game where all weapon are gotten by looting, and the whole market is run by the players, with a junkyard where you can sell weapons for a base value (much lower than the inflated prices at the market)

Its harsh, but trust me it keeps things VERY fair.
 

Thothie

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Well, yeah, and like I said, that's where we are now. There's only a handful of weapons you can actually buy. Everything else is either via looting or trade. :\
 

TheOysterHippopotami

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What about extending this durability 'feature' to swords if you gave them an ability to block like a shield? I think it might be cool to have a sword only feature that would allow your sword to block (but not necessarily absorb 100% of the damage. How good the block was would depend on the sword in question) with the risk of it breaking. It could then be repaired at a blacksmith for a sum of gold. This would give us the added feature of durability without it actually annoying anyone.

In response to FERs comment -
I actually would like to see more buy-able weapons. It'd be nice to have weapons with high damage and no special abilities be sold at shops. A sword, for example, that was stronger than blooddrinker but without any vampyric effects. I don't think this would do much for most of the current high level players but it would be rather useful for those players who are just starting out. Some of the old models, like the longsword, should be given 'greater' versions and sold. It'd be a step towards a better economy, if nothing at all.

I also agree with FER that all weapons should be sold.
 

Thothie

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TheOysterHippopotami said:
What about extending this durability 'feature' to swords if you gave them an ability to block like a shield?

They already do... Albeit, they do so automatically at the moment, and only the two-handers, partly to compensate for lack of shield, and partly because they are the only ones with parry animations.

TheOysterHippopotami said:
I also agree with FER that all weapons should be sold.
Missing something here, thought he was saying just the opposite. (Saving that they could be sold for some nominal return.)
 

FER

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Just saying that if a community based market existed, loot should be harder to get so theres a point to bought, for example, a fire helmet instead of getting it yourself.
 

Thothie

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Which, again, is where we are now. The market is almost entirely community based, based on trade between players. Do need to fix the drop rate on some items though, tis true, but it doesn't change that fact, just the value of some individual items in that market.
 
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