Suggestion: Durability add to weapon/armor (in General)

YOU April 21 2006 2:25 PM EDT

After giving it a bit thoughts, I think this might spark an interesting idea. Of course Blacksmith can "repair" it for you but also forgers. Flame away.

YOU April 21 2006 2:32 PM EDT


[T]Vestax April 21 2006 2:36 PM EDT

I assume this change would come with an increase to cash rewards?

SNK3R April 21 2006 3:16 PM EDT

This idea was mentioned a little over 3 years ago on CB1, so you can read some opinions (read: intellectual, not the "flaming" replies) other people had back then concerning this idea. Jon never specified his opinion about the idea, so who knows what can happen. However, I can see it having a serious affect towards the economy as per cash sinks (repair costs money, duh) and a whole new category of "durability" built into each armor with different durabilities (if that's the road the developer takes) similar to the forging recipes.

Reference to CB1 thread: [1]

Here's a few questions to think about:

SNK3R April 21 2006 3:58 PM EDT

Also, to add to the list of questions to think about:

YOU April 21 2006 4:01 PM EDT

I don't want this suggestion to turn out to Mage Blender. therefore i 'd think tank gears have much less penalty than mage gears due to fact less minions and gears on mages than tanks.

YOU April 21 2006 4:02 PM EDT

answer: best way : Zero Durability = zero affect rather than destroy imo

smallpau1 - Go Blues [Lower My Fees] April 21 2006 4:03 PM EDT

i would say make it so only forgers in eco clans can repair items, that would give a nice incentive for people to be in forging clans!

bartjan April 21 2006 4:04 PM EDT

- To be competitive, you are already "forced" to constantly pour cash into your equipment, there's no real need to have a new cash drain.

- This makes trade less transparent.

- How does this interact with farming?

YOU April 21 2006 4:06 PM EDT

- How does this interact with farming? ===> Durability affected on battle challenages not defensive way (meaning: if you start fight it will take into calculation, getting beat up : no affect)

smallpau1 - Go Blues [Lower My Fees] April 21 2006 4:07 PM EDT

answer: best way : Zero Durability = zero affect rather than destroy imo

i like that, and the way durability could work is, the less DX penalties an item puts on a char would mean the less the durability is, so for example....

MCM gives 0 penalties to DX, so it would be the lowest along with leathers and such, at say.... 35 durability,

Adam, -13% DX penalty, would give the Adam maybe something like 60 durability.

And to repair the durability setting for the item, it would need to be forged to 100% RPM with the same forging recipes, and then once it hits 100% RPM, you can continue forging to up the +

YOU April 21 2006 4:09 PM EDT

Cash drain is the biggest valid concern. I 'd think having to keep up with your gears by percentage should affect cash rewards. Imo, total % of each Amor adds up and average out in a way to have a total % number which adds into cash rewards. 100% should at least pump 25%->50% of cash rewards

DD34isback(justkidding) [Severswoed Accounting] April 21 2006 4:19 PM EDT

could you explain in depth what you mean?

AdminQBVerifex [Serenity In Chaos] April 21 2006 4:25 PM EDT

Adding equipment durability would indeed add another layer of complexity to this game. But it would only work in conjunction with changes to the blacksmith and forging. I would probably mean cheaper something, but would it make the game more fun? Or just mean people have to play more often to keep their equipment from breaking?

Zoglog[T] [big bucks] April 22 2006 6:08 AM EDT

The improper usage of affect and effect still highly disappoints me.

My 2 shillings.
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