Forums » Crafting

Item degredation and repair

    • 91 posts
    March 26, 2016 9:40 AM PDT

    hrmm...

     

    I was never fond of item degradation and repair. I think it can play part in the game but only in the right situation.  For everyday fighting i think it is a nusciannces but let say you died during a fight then ya there should be degradtion kinda of penalty for dieing hehe.

     

    As far as support the local economy I think like someone had stated regants, food, water and other misc items will help that.

     

    just my 2cp :).

     

    • 201 posts
    March 26, 2016 10:05 AM PDT
    So maybe a magic crystal (for lack of better idea) that melee can buy as a 'reagent' that prevents their armor from degrading. If they stop buying them, then their armor starts taking damage. Or their weapon becomes less effective, their stats become weakened. Or maybe the opposite, it just adds a slight bonus to the item stats if you have the 'money sink item' in inventory.
    • 197 posts
    March 26, 2016 6:06 PM PDT

    Personally, I'm glad they decided to not have armor repair in. I struggled big time to have any decent amount of platinum in EQ, and if they are going to make obtaining coin along the same lines, I don't want to be spending it on repairs. Maybe I'd have less trouble making money now, since EQ was my first mmo and now I'm experienced. But other games I've played that had armor repair, it was pretty easy to make coin (mostly just by completing quests, and we know this game won't be like that, quest-wise).

    • 44 posts
    March 28, 2016 1:08 PM PDT

    Glad it's not here exp penalty works best players just buy gold to fix gear and would promote gold farming. Besides makes player pay attention when the die and lose exp sucks getting a level puttI got all the gear you've saved up then you die and lose your level then can't use the gear anymore. Made me pay attention.

    • 254 posts
    March 28, 2016 1:51 PM PDT

    Kils - time to backstab this post for 860 pts of damage and put it down please :)

     

    Edit: this was a joke and meant that way...not actually  expecting for the thread to be closed, sorry for any confusion or hurt feelings if taken the wrong way... sheesh


    This post was edited by Nuemcy at March 29, 2016 11:13 AM PDT
    • 76 posts
    March 28, 2016 1:52 PM PDT

    Disagreed with taking out item repair.  When you fight and die etc, your equipment is damaged.  Crafters will need a way to support themselves.

    • 254 posts
    March 28, 2016 2:06 PM PDT

    have you read the thread???? ...come on

    • Moderator
    • 8627 posts
    March 28, 2016 3:03 PM PDT

    Brad has stated that it won't be in-game, so until we get into testing, there is no way to see whether we will end up needing something like this or not but there is no problem discussing it and sharing ideas and thoughts for a mechanic like this, some like it, some don't but it serves an important purpose and we are still open to suggestions, nothing is set in stone ;)

    • 76 posts
    March 28, 2016 3:08 PM PDT

    Nuemcy said:

    have you read the thread???? ...come on

    Yes.  It's a discussion forum, so I am discussing hehe.

    • 254 posts
    March 28, 2016 3:24 PM PDT

    but... this isn't a 'discussion' or give and take of ideas... it's a I disagree or I agree forum

    there are no 'ideas' being presented and/or discussed...

    if you have an idea of how to implement it in any better format than what has been already presented via the upteen different games that has this mechanic...then please...I'm all ears


    This post was edited by Nuemcy at March 28, 2016 3:26 PM PDT
    • 76 posts
    March 28, 2016 4:06 PM PDT

    Nuemcy said:

    but... this isn't a 'discussion' or give and take of ideas... it's a I disagree or I agree forum

    there are no 'ideas' being presented and/or discussed...

    if you have an idea of how to implement it in any better format than what has been already presented via the upteen different games that has this mechanic...then please...I'm all ears

    Hmm you just wanna argue?  Strange.  hehe...Well anyway, I think it should be in the hands of the crafters to do repairs to equipment, or create repair work orders and sell them.  I do not know how the housing/vendors etc are going to work in this game, so I am limited on the ideas I can give.  The main thing I worry about is a good economy.  In too many games, crafting doesn't matter.  Adding the need for crafters abilities etc will do much for the game economy.  I'm not talking about gold sinks here, I'm just talking about crafters helping out adventurers and vice versa.

    • 254 posts
    March 28, 2016 4:12 PM PDT

    No, arguing is not what I'm about friend. I like to have intelligent ideas presented and discussed. What you have put forward is the same thing that has been handed out to this thread and of no immediate attention. We all know what the item degradation mechanic is for and why, it's been discussed if you would read the posts; you have just stated the same thing as others.

    How would your ideas help dissuade Pantheon from NOT including it in the game?

     

    [edit] I'm actually asking for honest feedback, not trying to be snotty to anyone; seems like some have taken it that way...


    This post was edited by Nuemcy at March 29, 2016 11:06 AM PDT
    • 76 posts
    March 28, 2016 4:18 PM PDT

    Nuemcy said:

    No, arguing is not what I'm about friend. I like to have intelligent ideas presented and discussed. What you have put forward is the same thing that has been handed out to this thread and of no immediate attention. We all know what the item degradation mechanic is for and why, it's been discussed if you would read the posts; you have just stated the same thing as others.

    How would your ideas help dissuade Pantheon from NOT including it in the game?

     

     

    I would think making crafting matter to the economy and to the well being of crafters to be a good reason to make degredation of armor part of the game.  If that isn't enough incentive then apparently this isn't the kind of game I should be playing.  I play a crafter/adventurer and do not want crafting to be like in WoW where it doesn't even matter.  There isn't alot more I can say.

     

    Crafting mattered in Vanguard.  I hope it will matter here.

    • 254 posts
    March 28, 2016 4:25 PM PDT

    Baldrith said:

    I would think making crafting matter to the economy and to the well being of crafters to be a good reason to make degredation of armor part of the game.  If that isn't enough incentive then apparently this isn't the kind of game I should be playing.  I play a crafter/adventurer and do not want crafting to be like in WoW where it doesn't even matter.  There isn't alot more I can say.

    Crafting mattered in Vanguard.  I hope it will matter here.

     

    Uhm..how does not including item degradation imply crafting doesn't matter??


    This post was edited by Nuemcy at March 29, 2016 9:56 AM PDT
    • 76 posts
    March 28, 2016 4:28 PM PDT

    Nuemcy said:

    Baldrith said:

    I would think making crafting matter to the economy and to the well being of crafters to be a good reason to make degredation of armor part of the game.  If that isn't enough incentive then apparently this isn't the kind of game I should be playing.  I play a crafter/adventurer and do not want crafting to be like in WoW where it doesn't even matter.  There isn't alot more I can say.

    Crafting mattered in Vanguard.  I hope it will matter here.

     

    Uhm..how does item degradation imply crafting doesn't matter??

    By taking crafters out of the economy.  It is important that crafting plays a part in adventurers needs otherwise you don't need them.  Repair one of the major ways a crafter can help with adventuring.  That also includes armor needing fixed from damage and durability losses.  If the route of the game doesn't include that you have just eliminated a huge part of crafters needs.  Now you just get your armor and never have to worry about it again.  Maintenance is what keeps people coming back to crafters.

    • 254 posts
    March 28, 2016 4:33 PM PDT

    Baldrith said:

    By taking crafters out of the economy.  It is important that crafting plays a part in adventurers needs otherwise you don't need them.  Repair one of the major ways a crafter can help with adventuring.  That also includes armor needing fixed from damage and durability losses.  If the route of the game doesn't include that you have just eliminated a huge part of crafters needs.  Now you just get your armor and never have to worry about it again.  Maintenance is what keeps people coming back to crafters.

    WOW! that is a huge leap

    If you can think of nothing else as being meaningful to a crafter [edit:] than a buffing/polishing/repair skill and thier importance in the over-all game world, then I'm not sure I have much else to talk about. I do enjoy crafting myself by the way, but that is not for this discussion.


    This post was edited by Nuemcy at March 29, 2016 10:01 AM PDT
    • 44 posts
    March 28, 2016 5:23 PM PDT

    No I'd never play a game where

    a) I have to work my but off to get some epic gear then have to replace it because it was damaged beyond repair so I have to work my but of to replace said gear

    b) I have to run down a crafter to get get damaged gear fixed and have to pay for the mats and pay for the crafters time. 

    If the wanted to go with item damage that's all fin and dandy but I do not believe in make up a market this would not benefit the economy because I for one would take the repair trade max it then fOx people's gear for free as long as people supply the mats because face it all crafting trades have are covered by world drops and npc' and to make it a playe only fix every player would pick that trade skill just for the convenienc. So way to go VR glad your not doing this I'd post 2 thumbs up but emojis don't work. 

    • 301 posts
    March 28, 2016 6:03 PM PDT

    Nuemcy said:

    but... this isn't a 'discussion' or give and take of ideas... it's a I disagree or I agree forum

    there are no 'ideas' being presented and/or discussed...

    if you have an idea of how to implement it in any better format than what has been already presented via the upteen different games that has this mechanic...then please...I'm all ears

     

    We all paid the entry fee to get here and certainly shouldn't be shamed into not posting our thoughts. People should be able to discuss a dual wielding cleric on here if they want to. There's plenty of room on the forums, and an unfollow topic button.

    This repair thing may not end up in the game but no reason to stop talking about it. Plus you never know what changes might happen during testing.

    • 254 posts
    March 28, 2016 11:39 PM PDT

    Pantz said:

    Nuemcy said:

    but... this isn't a 'discussion' or give and take of ideas... it's a I disagree or I agree forum

    there are no 'ideas' being presented and/or discussed...

    if you have an idea of how to implement it in any better format than what has been already presented via the upteen different games that has this mechanic...then please...I'm all ears

     

    We all paid the entry fee to get here and certainly shouldn't be shamed into not posting our thoughts. People should be able to discuss a dual wielding cleric on here if they want to. There's plenty of room on the forums, and an unfollow topic button.

    This repair thing may not end up in the game but no reason to stop talking about it. Plus you never know what changes might happen during testing.

    Not trying to stop anyone from discussing anything...shaming...okay, sorry you feel that way, I truly am, but trying to bully me is not going to go a long way either...

    I'm all for a repair option if it makes sense, but so far the arguments for such a mechanic are more along the lines of "I just like it and think it might add to the economy"... that's fine, but that's not the point.

    The point of having lively discussion is to be able to bring forward new ideas that will add something different or new. As stated, this mechanic in the past games it's been in has proven to be more of a PITB than anything and detracts from fun, not good. This mechanic is more of a time/money sink for crafters and non-crafters than it is for making money at... what/how they can do to make it work, I'm not sure (be nice to be able to discuss those ideas here or something more than the simple platitude), but if they do, then bully for everyone, win win! If it's added just because a few people think they like it, then how is that any different from what is already on the market now??

    There has been discussion on this subject, whatever comes out of it I think I will have no problem with, but to continue beating the proverbial horse is nonsense...and who knows, it may just make the case of being added to the game, think about that.

    It's all pretty much a moot anyhow, it's already been stated that it won't be in-game, so what is there to discuss...

     


    This post was edited by Nuemcy at March 29, 2016 2:59 AM PDT
    • 163 posts
    March 29, 2016 9:13 AM PDT

    Can there be a way, in game, to contract future repairs?  For instance you have just aquired your "armor of awesomness".  You anticipate having it for some time and experiencing many a battle.  You go to the armor smith trainer npc closest to where you are adventuring and place an order for an identical set of armor, or repair a set of identical armor.  Trainer provides task to any crafter willing, and able, to craft set of armor.  Adventurer then turns in damaged set of armor for identical set of armor, plus fee for services provided.  Some obstacles to be overcome in such system: what if no crafter of sufficient level exists for necessary work?  What if armor has augmentation, do multiple crafters get involved?

    Taking from some earlier posts.  Say after a number of repairs trainer says "I've noticed your shield taking a lot of fire damage, might I suggest this shield" at which point a menu of shields previously produced by crafters is presented with additional protection. 

    Main point in all this?  Adventurer must already possess main piece, i.e. breastplate, shield, etc. to trade.

    Just trying to find away for crafters to be involved in repairing with minimal downtime for adventurers.  Thoughts?

     

    • 44 posts
    March 31, 2016 7:53 AM PDT

    Chimerical said:

    Can there be a way, in game, to contract future repairs?  For instance you have just aquired your "armor of awesomness".  You anticipate having it for some time and experiencing many a battle.  You go to the armor smith trainer npc closest to where you are adventuring and place an order for an identical set of armor, or repair a set of identical armor.  Trainer provides task to any crafter willing, and able, to craft set of armor.  Adventurer then turns in damaged set of armor for identical set of armor, plus fee for services provided.  Some obstacles to be overcome in such system: what if no crafter of sufficient level exists for necessary work?  What if armor has augmentation, do multiple crafters get involved?

    Taking from some earlier posts.  Say after a number of repairs trainer says "I've noticed your shield taking a lot of fire damage, might I suggest this shield" at which point a menu of shields previously produced by crafters is presented with additional protection. 

    Main point in all this?  Adventurer must already possess main piece, i.e. breastplate, shield, etc. to trade.

    Just trying to find away for crafters to be involved in repairing with minimal downtime for adventurers.  Thoughts?

     

    ok so I'm pretty sure I read in different forum discussion that item damage and that was not going to be part of the game. The dev may have changed their mind it happens offten things sound better then they end up being and such. So of this mechanic is now going to be part of the game it makes no difference to me to be honest as long as I'm not having to replace gear because lost due to damage that is. like to mentioned I do believe it's not going to be part of the game so not quite sure where this topic is going. Feel free to correct me if I am wrong just an average joe so I could very well be wrong. 

    • 71 posts
    March 31, 2016 9:04 AM PDT

    I always disliked item durability and repair stuff. To me after many many many games its just a money and timesink and its bothersome if you forgott to repair and are already in front of a big dungeon.

    If you want such a money sink system make worn gear the normal state of the game and if you go to a craftsman or repair specialist he can give you a small buff for having nicely maintenanced gear.

    Just never make my gear useless cause of too much damage to it.

    • 163 posts
    March 31, 2016 9:15 AM PDT

    The reason I donated to this game, in development, is twofold: 1) I want it made. 2) I wanted in early enough to have my voice heard.  On this subject I'm not a huge proponent, although I agree the concept makes sense.  I'm merely theorizing about how it might be implemented, no harm in that.  For those around early the game was going to have 3 starting cities with a teleporting system in place, and crafting wasn't going to be in at launch.  Things change.  Races come and go.  Bards aren't going to be in at launch, although that doesn't keep those wanting to play bards from advocating for them.  It's pre pre-alpha, argue for what you want, respectfully, you just may sway a developer opinion.

    • 1356 posts
    April 18, 2016 8:21 AM PDT

    If item wear is purely a mechanic to get money back into the economy why not just lower the amount dropped by monsters by an amount you would have charged for the repair?

    Surely tinkering with money drop amount is easier than developing an item wear mechanic that a lot of people find annoying?  Or if you really want to have those who fight and die more 'taxed' and degraded, then have a scaling debuffing 'soul damage' effect that you pay to get healed.

    As for the 'realism' of it, sure your warrior's armour would be dinged after hours in a dungeon, but, erm, also it would often get broken in death.  It would wear out completely.  You can repair a steel breastplate while adventuring?  Portable repair 'kits' that work for everything?  Pop out a repair 'robot'?  Also I don't see a wizard wearing through his hat very often.

    Which brings me to fairness:  In just about every game I know the poor old warriors get shafted with repair costs.  It's their classes lot to get hit a lot and often to die to save others.  To 'fix' this inequality would mean another skewing of realism.

    I understand why other games thought it needed, but it's never popular for many good reasons.

    Oh and to relate it to the OP (being in a crafter forum) I don't see crafters having 'fun' with this only making money and if they are making money then it's no longer a money sink for the economy.


    This post was edited by disposalist at April 18, 2016 8:27 AM PDT
    • 581 posts
    April 19, 2016 2:22 PM PDT

    Could have sworn I saw a post by Brad somewhere saying item degredation would not be in game. Maybe wrong but I am pretty sure he did say that.