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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Furniture durability
superhero6785
Member, Alpha Two
So I was thinking about the economy of housing and furniture. Every game seems to have the same problem in the furnishing economy where once you buy you never need to maintain it. Most things in game have some type of repair costs, timer, or are consumable in order to keep the flow of goods moving. Furniture doesn't. What if furniture had durability or began to look 'worn' over time? Couches and chairs begin to look ragged. Tears or holes would appear in the fabric. Wood would begin to crack or deteriorate. Dining chairs may break a leg randomly. This doesn't have to happen often. It's not meant to be a gameplay-loop, just a way to ensure furnishers have a lasting economy.
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Comments
Furniture wearing out could be the least of your problems.
I can imagine a winter so long we're forced to burn furniture to stay warm or cook food.
Specifically in EQ2, the other major thing that kept the furniture economy spinning was when people started to sell their services as a decorator. This meant that even people that didn't really know how to decorate a home well were able to get someone in to do it for them, resulting in more furniture needing to be made.
Some of the better decorators in that game had wait lists of 6 months or more.
Not that I am against the idea of furniture degrading, I just see other means of keeping this specific market buoyant that seem to me to add fun, rather than add chores.
Or maybe do have a degrading system in place, and be able to hire an npc maid to maintain your home and furniture. Could be a possible gold sink. regardless furniture crafting does need some sort of loop to have some involvment with the economy. But i also dont want the chore of hunting down a furniture maker ever other week because my house looks like shit again.
I was going to comment in this thread earlier, about how I didn't like the idea of my furniture just wearing out over time, but I also didn't want to lose everything in a node siege defeat (and I didn't think they planned to go that way anyway). As a carpenter, though, I didn't really have a good solution.
I LOVE this.
Having durability lost when nodes or freeholds are destroyed results in not having that same "horrible loss" feeling, particularly if the loss is random or staggered so not all of my items wear out at once. At the same time, there's a steady market for furniture replacement as time goes on. You don't even need to make players housing start to look shabby (until maybe the bottom end of the durability curve), which was bothering me as well. This solves all the problems.
Intrepid, do this!
I have to just expand on this to say that this ties the loss or quality/appearance decrease to a real concrete, visceral player experience. Having to constantly upkeep your stuff to stop your house from looking shabby, just because time passed is on the level of maintenance buffs, and is just an all-around poor experience. Having something like this, where the change is based on "my node/house got wrecked, what's salvageable here?" makes it more engaging and immersive, as well as connecting to a meaningful experience, rather than just a recurring punishment for having been playing for a month or two.
I plan to play an Orc. Job security.
Sell them back their own stolen goods. I like it.
The way skins work in Ashes this wouldn't have any impact on your cosmetics. When you buy a skin you can't simply place the skin, you have to own the equivalent item in game first. In other words if you buy a couch skin you must first buy or craft a couch in game before you can use the skin. You'll get no extra benefit beyond ascetics for placing that skin. If the coach you bought or crafted has a buff you'll get that buff, if it doesn't you get nothing from placing your couch skin.
I believe this is the plan. Pretty sure at some point Steven mentioned housing buffs would be consumed on use so if say a trophy has 25 charges and you use the buff you'll be left with 24 charges.