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Sooooo....Really simple. Will you support SWG style item decay (aka they friggin break) or will you go against it? ] Edit : Well in terms of getting gear, I was thinking more along the lines of SWG style where you craft them and they break after a while.
''/\/\'' Posted using Iphone bunni |
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11/11/12 9:35:40 PM#2
I didn't play SWG, but I'd be against it unless it's a pure crafting game that needs it to promote continued crafting.
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11/11/12 9:37:27 PM#3
If a fully geared out set takes less than a few hours to get I have no issues with it. EDIT: Really people already do this with LoL and similar MOBAs. Items decay in less than an hour. Practice doesn't make perfect, practice makes permanent. If monsters ate people, it'd be in the news. |
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11/11/12 9:46:05 PM#4
I think DAoC had it right. Item decay (greater depending on how much higher the item was than your level) but allowing you to repair it.. but repairing lowers durability and eventually your item would be unrepairable.
Preferably with player professions able to do the repairs though.... the higher the skill of the player the greater the success and the lower the durability hit.
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-) |
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11/11/12 10:22:30 PM#5
Decay through use adds realism.
DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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11/11/12 10:28:48 PM#6
I like it because I like crafters having a role in the game economy. In my ideal game it exisit therefore I voted yes but I can also imagine games where I wouldn't want it. Than again I probably wouldn't be playing those games so it ain't an issue
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11/11/12 10:48:58 PM#7
Originally posted by Slapshot1188 This. In a crafting based economy where player created items are superior to those found in the world, to promote continued crafting, item decay needs to happen. |
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11/11/12 10:51:50 PM#8
Originally posted by Swollen_Beef
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11/11/12 10:57:15 PM#9
It depends on what else is in the game. And it depends greatly on how difficult it is to get gear. If a game has a heavy emphasis on crafted, and your gear that breaks is craftable and not that hard to replace, then go ahead and let it break to create more demand for crafted goods. If you had to kill a boss a bunch of times to get the drop you want, it better not then break and make you go back and kill the same boss a bunch more times.
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11/11/12 11:09:29 PM#10
Originally posted by Quizzical I certainly understand that logic but I question if it's really that bad. The retention factor in most games where you need kill a boss repeatedly for a bit of gear is the fact that you want the gear and so you go about the process or acquiring it. Therefore wouldn't it make sense that you continually have something to acquire or reacquire? I understand that a shiner bit of more powerful gear is favourable but that ain't always an option. Personally I don't like the whole carrot on the end of the extremely long, boring and repetitive stick so forgive me if I'm way off base.
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Hokie
Elite Member
Joined: 1/11/04
Hey Devs, just so you know. The more you give us to play with, the more we play. |
11/11/12 11:17:46 PM#11
Im for it. But I'd prefer to have only crafters skilled with in that particular profession to be able to restore/repair the items decay level. So as an example, swordsmith can repair the decay for a sword. But I'd like to see a more dynamic repair formula. The higher level the item the more materials required, the higher level the crafter the less materials required. This way all skill levels in that profession, starting at level one, can repair the sword, but it become prohibitvly more expensive, but not impossible. This way a high level swordsmith cant price gouge players because ultinately its balanced by what a lower level swordsmith can repair/resore it for.
Crafting shouldnt be just about building/making items. Traving blacksmiths - ferriers, were more so about fixing things then they were about making them. All crafting should be in demand. Then that makes resources in demand. Which then makes adventuring to earn money in demand, so they can keep their weapons from decaying. And so one supports the other and the "circle" stay unbroken. Its one reason why EVEs ecnomy is so robust and good, and say WoWs is subpar and blows. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
11/12/12 1:17:40 AM#12
I am not for it at all.
I'd rather a company go the route disenchanting unwanted items to keep the economy in check. |
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11/12/12 1:20:03 AM#13
so for ro agains durabillity? Correct me if im wrong but isnt durabillity in EVERY MMORPG? Havent heard anyone complain about it. Its actually a natural thing...adds a hint of semi realism to the game i guess...things dont last forever you know...
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11/12/12 1:41:20 AM#14
It depends on many things, but my default position is "no" since it is a money sink, nothing more and re-acquiring gear creates another time sink.
Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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11/12/12 2:32:06 AM#15
Originally posted by Arcondo87 It's not the same. One thing is beeing able to repair your items, and another thing is beeing able to repair your items to a certain extent becouse eventually there will be no way to fix it and you will have to get a new one. Item decay is about that. Eventually you will need a new item becouse you won't be able to fix your present one. Edit: typos. |
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11/12/12 4:11:32 AM#16
Originally posted by gordifluYou don't find that item decay makes it feel like you are being punished for actually playing?
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11/12/12 4:18:02 AM#17
The question is all wrong. No one "wants" item decay, it is just a solution to problems with game and crafting economies. Many new gamers will not even know what you are going on about OP. I would only be in favour if a "crafting better than drops" system did not work. If it was the only solution to the non-functioning MMO economies of today then yes I would sign up to it. |
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11/12/12 4:25:51 AM#18
I'm for games systems / features that work together and fit the overall concept & design philosophy of the game, and against systems and features being thrown in without regard to whether they make sense in the context, as part of a box-ticking exercise, because some vocal clique on the forums demanded them or because popular game x also had them. |
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11/12/12 4:28:50 AM#19
Originally posted by dustyhayes The System overall was ok. But in DAoC a usual weapon broke not in a very long time.. i guess 2-3+ years, depending on use. But that number or item decay overall depends on the system behind. In a WoW like system, where crafting is useless anyway and all weapons come from raids decay dont have a big point. But in a game where economy rules, and almost all weapons come from crafting a decay from over 2 years is seriously to long. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
11/12/12 4:49:14 AM#20
For me, it depends entirely on the surrounding gameplay and item accessibility.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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