Damaged weapons and armours

Unstructured ideas, requests and suggestions for the development of the game.
Sarumar
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Damaged weapons and armours

Post by Sarumar » Sun Jun 03, 2012 11:05 am

How about if weapons and armor can be dull, etc after sometime. Lets say something like 1- 3% chance after ewery battle some of yours eguipped item suffers some damage like -25% to all of its stats and you need to go see smith, etc to fix it for some price.
Sarumar
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Antison
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Re: Damaged weapons and armours

Post by Antison » Sun Jun 03, 2012 11:22 am

I like this idea as long as legendary & extraordinary items are excluded.

Code: Select all

Lv  AP   HP  AC  AD    BC DR CHS CM ECC
134 3/12 215 285 65-75 201 9
58  4/14 131 241 30-43 186 3
52  3/12 150 261 33-42 81  4 59  3.0 29
52  4/12 163 334 30-47 77  3
49  3/12 99  347 40-46 171 1
49  6/12 131 263 35-80 107 3
48  2/12 121 267 34-43 103 5

Bard
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Re: Damaged weapons and armours

Post by Bard » Sun Jun 03, 2012 12:49 pm

Good idea +1
But wearing off should not be random. Don't want to sit between Irdeghs or spiders when my DoSP breaks out of a sudden.
I think l&e items should should not be excluded, as long as they can be repaired. Maybe some toy gear could break beyond repair.

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Re: Damaged weapons and armours

Post by Wyrmspawn » Sun Jun 03, 2012 2:04 pm

I don't like it. It would make leveling up too difficult. I mean, I couldn't save enough money to buy any decent gear before lv 10. I couldn't even buy potions, only bread, as they were cheapest. Putting something like this on top of magaging all of those fees would make the game unexplorable for anyone who's playing from lv1-10. I'm sure this would discourage all of us noobs and newbies from playing the game.

How about this really awesome piece of weapon at Loadar's hideaway which is poisonous and needs to be re-poisoned every once in a while? It would give everyone a reason for hurrying to Lodar's hideaway. Plus, this way newbies wouldn't have to be intimidated by the game. :D
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Sarumar
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Re: Damaged weapons and armours

Post by Sarumar » Sun Jun 03, 2012 2:11 pm

Wyrmspawn wrote:I don't like it. It would make leveling up too difficult. I mean, I couldn't save enough money to buy any decent gear before lv 10. I couldn't even buy potions, only bread, as they were cheapest. Putting something like this on top of magaging all of those fees would make the game unexplorable for anyone who's playing from lv1-10. I'm sure this would discourage all of us noobs and newbies from playing the game.

How about this really awesome piece of weapon at Loadar's hideaway which is poisonous and needs to be re-poisoned every once in a while? It would give everyone a reason for hurrying to Lodar's hideaway. Plus, this way newbies wouldn't have to be intimidated by the game. :D
good points here, how about this; weapons and items cannot be affected this before player hit some level (i suggest 20) and/or when player have first time over some amound of gold (i suggest 5000) ?

And some items may have special effeckt "unbreakable"
Sarumar
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Re: Damaged weapons and armours

Post by Bard » Sun Jun 03, 2012 5:25 pm

the first weapons could be broken from the start ;) so it would make them better if you repair them, but you would not have to!

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Re: Damaged weapons and armours

Post by Pyrizzle » Mon Jun 04, 2012 12:58 am

Bard wrote:the first weapons could be broken from the start ;) so it would make them better if you repair them, but you would not have to!
So instead of a club (the first weapon you own in game) you would have a club with a spike in it? :lol: :D :lol:
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Bard
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Re: Damaged weapons and armours

Post by Bard » Mon Jun 04, 2012 8:02 am

I thought about a blunt kitchen knife ...

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Re: Damaged weapons and armours

Post by DarkSavant13 » Mon Jun 04, 2012 9:08 am

+1 I love it and hate it, but it's a good idea, lol. :lol:

I always hated weapon weapon wear in games. :lol:

That being said, if implemented well it could add a lot of flavor to the game. Damage to equipped items should be gradual and a low percentage chance, with a lower percentage critical chance on the damage.

It would also be nice if when the smith was repairing your equipment, he/she would also have a chance to critical, causing an item to gain permanent extra durability. Say a sword had 30 durability. That durability would then be 35. ;)

One thing I do not agree with is when the damage of a weapon lowers with durability. I used swords in real life (Renaissance festivals) and I can tell you that a sword with some nicks in it does just as much damage as when it was new.

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Re: Damaged weapons and armours

Post by Pyrizzle » Mon Jun 04, 2012 9:38 am

DarkSavant13 wrote:One thing I do not agree with is when the damage of a weapon lowers with durability. I used swords in real life (Renaissance festivals) and I can tell you that a sword with some nicks in it does just as much damage as when it was new.
Actually it would most likely due more damage since it would act more like a saw than a knife.

As far as weapons wear and tear goes: Not really a fan of this idea. *shrug*
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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