Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Gear breakdown and loss
Every time Gear breakdown and loss is mentioned you wind up with people saying its a bad system and it should not be in the game. I personally think that it is a great system and makes crafting relevant but I want to know other people's opinion on it. I understand that losing your +10 sword of awesome sucks but can you show me a method where you cant lose your loot but crafting weapons and armor is still viable late game?
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I probably won't stick around too long if I have to craft or buy a new weapon every week, and I see this becoming an issue for many others as well.
Go find the best, never have to worry till next content patch.
I personally would sacrifice a bit of fun for the realism also. But I am also big into the crafting and economy side of MMO's.
I don't fault those who don't want it.
Lost durability could be restored with gold, the less durability lost the cheaper is to repair the item.
Repair price would exponentially rise as item looses durability. This means if 10% durability lost can be repaired for 10g, 20% durability lost would be repaired for 40g, 40% for 160g etc.
This would reward players that actively care of their gear and keep it full durability as they play.
** this makes manual travel even more relevant having to travel to city to repair your gear. More often you go to city, more often you can repair and have your expenses cheaper, but staying longer in forest makes you hunt more, lose less time on travel, and perhaps earn more. Strategic choice becomes available.
At some point, below 20% durability, it would become cheaper to craft (buy) a new item then to repair an old one. This would make crafting more relevant, as sure there would be players who will forget to repair, or not care about repairing often, because they don't wish travel to city often.
This could be also good for business... crafters using caravans to transport merchandise to small forest hubs, selling their merchandise to hunters who broke their gear, who wouldn't have to travel to city and loose travel time, but items would be a bit more expensive there. There would be a risk for crafter too as he could get robbed.