#Durability Revamp

1 messages · Page 1 of 1 (latest)

hot scarab
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So currently I am of the opinion that crafted gear lasts too long. With powder of fort and repair deeds basically being free you can effectively use the same gear forever. I personally have been using the same runics I bought almost three years ago.

With the current system being this way it really hampers the market for crafters. As soon as you farm enough to buy your full set baring being killed by PKs or being lazy you will use that same set forever. As a crafter it doesn’t feel good and isn’t a good gameplay loop to sit there grinding hundreds of thousands of materials, bods and time to reach the pinnacle of crafting to just never sell anything.

My suggestion:
Y
Remove the ability to repair gear from the game. By doing this you give people a reason to spend the time becoming a GM crafter as well as stimulating the economy by forcing players to use more then one runic set every 3 years.

Since gear can no longer be repaired we should also increase the base durability of all crafted gear by 3-4 times so that you can get some good use out of the gear but not live in it until the heat death of Earth.

Also revamp Powder of Forts to not only increase the durability of items but also increase their AR amounts on a scaling system. What do I mean by this? Well powder of fort applied to cloth could increase that piece of gears armor by .5x, leather by 1x and plate by 2x.

By making these changes you give people a reason to continue to craft runics. You force players to have to repurchase gear every so often which helps stimulate the economy and allows for crafters/traders to actually be those things. It also gives more reason to use crafted gear as the AR buffs from powders will be instrumental.

lavish vector
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agree on removing repairing to stimulate the economy, disagree on power of fort increasing AR. Just hesitant on adding any more items that blatantly increase power. If it was to be added, would be some balancing and/or making it temporary to 24 hours for a short time frame power spike.

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Just thought of another idea as an adjunct to this system - insured gear loses durability at an accelerated rate

wheat pewter
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I like the overall concept, I'm still wearing runics I bought from other crafters prior to getting GM myself.
I feel removing repair completely is drastic. What if it were more like crafted scribe books where maximum durability decreases with each repair? And make repair deeds non-trivial - ie repair deeds require a player-driven component like shard essence to craft at 90% success.

rigid zinc
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"where maximum durability decreases with each repair? " this already happens

lavish vector
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actually I thought someone tested out gear where if you never let it get to "falling apart" and repaired it, it never lost maximum durability

hot scarab
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It’s trivial anyways, you can repair the same item 10,000 times

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And still be cheaper then replacing it

hot scarab
lavish vector
hot scarab
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Oh it’s absolutely pve only

hot scarab
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@fathom field would lover hear your opinion as the final boss of crafters

shadow goblet
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Interesting discussion and I agree, that currently the turnover of armor and weapons is slow due to the increased durability of runic items. I'll take a look into it.

hot scarab
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Thanks Jim, would be nice to shake up the "meta" so to speak and give crafters some more love

lavish vector
shadow goblet
fathom field
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So there is basically a giant supply and demand problem when it comes to crafting which I'll break into different parts.

Part 1 Items last too long:

A player can buy a single set of gear and if repaired properly, it will last for months if not years. I have weapons I'm still using from years ago. Crafting in this game is not very hard. Once you have a max smith you can essentially mass produce items, like whacking a mountain 10 times, smelting and smithing the ingots will produce an item that will last years. 2 minutes of work for an item that lasts years. This might work if there was 1 smith per 1000 people, but atm lets be honest, I'd be 25% of the population has their own smith. It gets harder with runic weapons but in the end, its still a task thats completable in an hour for an item that can be used for years.

So this leads to the very obvious conclusion that people don't need to buy items. They get their one item and never need to shop again. Then when you have multiple players all trying to sell items it means the prices keep dropping because NOONE is buying, until you hit a point that you're literally selling for less than the materials to make the item.

Part 2 Only certain classes need crafted items:

I'll break the current pve system into 3 generalized categories

  1. Fighters
  2. Bards
  3. Tamers

Only 1 needs items. Bards and Tamers can effectively pve naked, with near no benefit from wearing armor. Sure a bard may need a weapon but that is it, the rest can be tattered rags with minimal difference.

So now not only do you not have people buying because of part 1, you've now also lowered your demand by 66% as only 1/3 of the people who pve will even need your items.

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Part 3 Items arnt even that good.

Only fighters need gear to kill the top mobs in the game, you can literally just be naked and still kill the top tier mobs. Fighters can kill top tier mobs in basic armor, NOBODY needs val runic items, they just dont do anything of value. The only part that actually adds value is the weapon and that is marginal and in no way justifies the cost of the item. An extremely effective player can just use a bronze runic wep and shadow runic plate and bam there is no noticable difference from upgrades.

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These three parts together essentially make crafting dead in the water. Before I quit I had near free slayer weapon vendors with every single weapon and slayer type available, probably near 1000 items, priced absurdly low. I'd get maybe 1 sale a month. I couldnt even make the cost of the vendors back. This is an issue.

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Runic weapons sell slightly better but not even, now with more competition the prices will be pushed so low that it will be back to selling at cost or below. This is not a good system.

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Fractured online (an otherwise terrible game) had an amazing crafting system. Items broke, there was no repairing them, once they broke you bought another one. The top sets were expensive, and worth it. You'd see a noticable difference in pve and pvp from wearing good gear. This meant that people purchased gear from you. (Good gear also required rare mats, you couldnt just whack a mountain or buy ingots to get the top stuff). Youd need to farm ingots for the bulk of the process, but also infuse items from farming into them. This allowed players to have a lot more involvement in the process and an overall way more fun experience.

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Might I also add people are demanding more and more for their ingots (trying to get 26g a pop for iron now) and demanding cheaper and cheaper prices to actually buy goods, further pushing the narrative that its pointless to be a crafter, if you want money youre significantly better off just selling ingots or killing dragons. The crafter is toast right now.

hot scarab
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Yea the biggest reason I want the change is spend 200-300k currently then I can go farm millions and millions of gold with that one set

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And still not replace it

lavish vector
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I like to idea of rare materials being needed to craft runics too, similar to adding the exceptional tag to a weapon. Preferably, mats that can only be received from killing monsters in dungeons to help drive more monster bashing in dungeons.

hot scarab
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You already have the catalyst which does that

lavish vector
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not sure what u are referring to. What I mean, for example, is you have a bronze runic hammer. Every time you go to use a charge to craft a bronze viking sword, you have to a "dragon gizzard" which is a rare drop from dragons specifc to Destard.

hot scarab
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I know what you are referring to. But it’s not relevant to this thread and there’s already an item that anyone with good runics will be farming to make it even better.

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Please stay on topic regarding changing durability

shadow goblet
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I am looking into this now and have found out where the problems lie and will be making some changes soon to help address this problem.

hot scarab
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Glad to hear it. May crafters rejoice

shadow goblet
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I am likely to push the changes to address this later. It won't be something you notice for the most part untill you repair an item over and over.

onyx merlin
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Will this also affect inscription items?

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Spellbooks etc

shadow goblet
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No

onyx merlin
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Fair enough

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Why do mages always get a pass on this shard 😂

shadow goblet
wheat pewter
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My mystic spellbooks and songbooks maximum durability drops after repair. Not sure if they just eventually break

unique forge
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mainly because i often forget i have it more than anything

wheat pewter
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Having the durability number on scribe books is really nice. Not sure if that could be extended to armor and weapons but some transparency here might help folks understand the durability updates

unique forge
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yeah that would be cool to stop people being able to easily sell stuff about to break

fathom field
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Scribe books need a revamp at the other end imo. It takes 200 crafts to get one book that’s good. Then you have 199 useless ones that noone wants to buy and the icing on top is no one will ever buy the good book for a fair price as it really doesn’t add enough benefit.

shadow goblet
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Wonder if...we add rare ingredients you can tailor books to your need but the percentage rolls would still be completely RNG....hmmmmmmmm

unique forge
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feels like they decay ok though, but im not 100% feels like they go down quite a bit when repaired

unique forge
fathom field
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Just trying to think of a way for people to actually be willing to spend money on them. Like people refusing to shell out 50k for a book that cost 400k to get is really really really annoying

shadow goblet
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Lets start a new thread on this topic and we can discuss

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it has merit

onyx merlin
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I don’t think the goal in a full loot PvP game should be to have gear a huge grind to get , but that’s just my opinion lol

fathom field
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Disagree. Uo servers with 0 depth don’t do well. The only successful uo server has insane grinding.

onyx merlin
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I’m not gonna argue with you, just giving opinion

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I feel this is going to hurt the tank more than any other class

shadow goblet
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What?

onyx merlin
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Does heavy armor break slower than say leather?

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If I read the notes correctly item wear is caused by getting hit just in PvE correct or no?

shadow goblet
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The durability changes affect all armor and weapons and unless you PvE all day everyday you are unlikley to even notice the change.

onyx merlin
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Ok fair enough!

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Thanks for clarifying

lavish vector
rigid zinc
shadow goblet
rigid zinc
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ah ok

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100% on board with showing durability numbers on items though. no downside, only good.

shadow goblet
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Agreed but then it removes the main reason for arms lore. Will have to think about it.

rigid zinc
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i think armslore's actual main benefit is increased chance to craft slayers. maybe make it so crafting with armslore gives increased durability. but having the numbers shown to all players, especially now that stuff can break fast, is only going to be a good thing for people re-buying sets of gear from vendors

shadow goblet
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so crafting with armslore gives increased durability. 

Doesn't this counter the change that was just implemented 😄

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I'll have a think to see if there is a way we can tie arms lore into the combat lines

unique forge
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what about increasing weapon ability proc chance instead- just an idea (maybe a bad one)

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sort of fits that you know more about a weapons attributes lore wise maybe

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its also for disarm isnt it with wrestling

rigid zinc
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yup

wheat pewter
rigid zinc
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i thought of that but who's going to have a char with arms lore just to go around on vendors checking dura

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just an annoyance that doesn't need to exist, to be honest. we don't have to be stuck in the old ways for no reason

fathom field
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There’s a bug with that which I’m not sure it ever got fixed. But if you slap the item into the equipment thing. It resets the arms more message.

Arms lore should just tell you the max durability of the item

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Current and max durability

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Then people could decide. But also crafters cause sort their gear based on higher durability items to sell. ATM you often have no clue yourself

wheat pewter
fathom field
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Begging revamp plz

unique forge
# fathom field Begging revamp plz

100% this 🙂m random thought on this was a bit of a take on the outlands mugger build - if you had Hiding stealth and begging you could backstab mobs for a chance to get the stolen goods that thieves get or something along those lines again just a random idea lol , They could also maybe be considered thieves for the thief hunter system as well. via some sort of mugger or beggar guild not sure how possible that would be but may also make smoke bombs more useful - mug something then have to smoke bomb to hide again or fight the mob to get away. Maybe this is too complicated though or maybe not even a stealth build could make it so if you had snooping and begging your combat attacks had a chance to get the stolen item loot thieves get on a hit without it being another stealth class. lore wise i see it as aggressive begging hahahahahaha and give more visible thief hunter conflicts while the mugger also has to have 2 non pvp skills to function. but this is another discussion for another thread i guess 🙂