NiKr wrote: » This was one of the reasons why I made a post related to the crafting system (the post itself was about OE). I'd personally prefer a "time-based" decay system rather than a "through use" one. If you craft a sword and see "this item will completely decay in 60h of equipped time" and you know that one instance of repairs restores, say, 20% of the decay bar and costs a particular amount of resources - you can plan out your gameplay around that. Intrepid wants us to be super loyal to our nodes so, in theory, you should spend most of your time within or at least around it. So if your weapon used mats from your node - you'll be fine. And if you used items from a far away node, you might want to contract a merchant to get you those items in a timely matter and agree upon the fee for doing so. This way you have your repair mats and the merchant gets an assured income. And the "equipped time" thing would also allow you to only use your superior weapon in special situations, while you could be using a mid-tier weapon for everything else. This kind of design would also level out the pvp playing field a bit, cause not all players would be willing to use their best weapon in pvp because the risk of speeding up the decay might not be warranted, while people with "regular" weapons would be closer in power to the "elites" with the cool but unusable toys. P.S. I can definitely see how this kind of system could be seen as tedious to a lot of people, so it might be far from the perfect solution. But one of the later L2 updates had super cheap timed weapons that allowed poor people to go up a gear tier w/o going completely bankrupt (if they even had the money) and people used those weapons in exactly the manner I described. It didn't really feel tedious there, which is why I suggested this in my original thread.
Sathrago wrote: » The "time-based" system you talk about could be reasonable if its applied to in-combat time rather than just at all times. I wouldn't want my fishing pole rotting away just because I have it equipped. This reminds me that they actually did that in Archeage but worse, once you got a pole you had to "unpack" it. Once open you had x amount of hours before it broke itself. Regardless of if you were online or not, using it or not.
Azherae wrote: » Why wouldn't you just buy a new 'locally sourced' sword?
NiKr wrote: » Azherae wrote: » Why wouldn't you just buy a new 'locally sourced' sword? Stats, looks, personal attachment, costs, availability. Those are the first reasons that come to mind.
Azherae wrote: » I mean to use temporarily. It's one of those situations where I can't find the downside that isn't a natural gameplay challenge. If you 'chose to move away from the node where you got your awesome sword', in terms of 'gameplay challenge and story', wouldn't it make 'more sense' for you to have to have the experience of dealing with that? There are many situations where I wouldn't ask this of a player. But 'spending money and interacting with the local economy of the new node' and 'not losing the current sword' seem more like an inconvenience than anything else, and MMOs need 'inconveniences' sometimes, I think. This one seems precisely as though it would lead to standard gameplay/a good experience or loop, not 'man this sucks the game has locked me out of content because I have no sword'. Another 'catalyst for change', if you will.
Sathrago wrote: » So naturally we don't know the full details on the material/gathering/crafting process, but I foresee a potential issue that would cause problems for repairs and crafting in general. If materials and certain items are region based exclusives, this will really impact the crafts and repairs for people who move out of their native region. An example of this would be you finally make the rare craft sword in the desert node, and travel away from it to do what you want. One day your sword is low on durability, but in order to repair it you will either have to hope that the items have been shipped to this region or travel all the way back to that desert region for those specific materials. I can see this causing a major time sink where most games just let you walk up to any town and repair the items so you can go on your way. If we just take the fact that Bosses will be dropping high quality resources as well, If the items are unique to those bosses it causes the same situation. Now I understand that this adds movement for both players and the economy, granting merchants an avenue to use the caravan system for greater profits. My question is this, is it worth the extremely tedious increase in time and effort to repair items? Assuming that there are material "exclusives" for different regions. To be clear, I don't have a problem either way. It was just a question that popped up for me while reading another thread.
drclawx wrote: » Repair kits should be craftable by the relevant crafting profession. Should they be super hard and resource intensive to craft? I don't really think so, except maybe for the really high end ones. Each time an item is repaired the maximum durability should be lowered. Players could carry them around for emergency repairs. Repairing inside a node or a crafters freehold/shop should give better results.
Strevi wrote: » The problem will be that artisans will just repair them than producing new ones. There is not enough item sink in the game. Swords shoud break completely and mounts should die, if not repaired.
MrPockets wrote: » Strevi wrote: » The problem will be that artisans will just repair them than producing new ones. There is not enough item sink in the game. Swords shoud break completely and mounts should die, if not repaired. I also have concerns over not enough item sinks. The game is set up to support full time artisan players, but is it a fun gameplay loop/fantasy for most of their work to be repairs? My opinion is no. Personally, I'd like to take orders for full items most of the time, and maybe scatter a few repairs here and there.
Strevi wrote: » MrPockets wrote: » Strevi wrote: » The problem will be that artisans will just repair them than producing new ones. There is not enough item sink in the game. Swords shoud break completely and mounts should die, if not repaired. I also have concerns over not enough item sinks. The game is set up to support full time artisan players, but is it a fun gameplay loop/fantasy for most of their work to be repairs? My opinion is no. Personally, I'd like to take orders for full items most of the time, and maybe scatter a few repairs here and there. So... items should break at 0% durability? That is like dying if they don't get resources. Scarce resources would kill all items. Scarce resources will also prevent producing new items. That means some will fight naked like monks. Or only a limited % of players will have high tier gear. Always the best. And players will not fight until resources spawn? As soon as high tier materials spawn randomly somewhere, those who still have high tier gear will pillage the node which got them?
drclawx wrote: » Each time an item is repaired the maximum durability should be lowered.