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Development Log / Re: Dev Log #12: Grenade Changes and Item Durability
« on: January 29, 2013, 04:12:13 am »
Hadn't got the time to check this out yet, but how big a role do the cafting skills play for repairing equipment? Are there any NPCs able to repair the equipment of an unskilled player? Otherwise this change could widen the gap in wealth between crafters and non-crafters even more.
To elaborate: While found loot is no doubt very valuable, crafting-oriented characters in my experience have still a much easier time amassing wealth. They get all the valuable loot other characters would find and in addition can increase the value of some of it many times over by crafting items from otherwise unneeded components (an early example would be tailoring and rathound skins). So not only do crafters earn more by scavenging, but depending on how item durability is balanced, they will need to spend significantly less on equipment maintenance. Additionally, what applied to found components will also apply to damaged loot: The increase in value from reparing could easily outscale the cost of repair for a skilled crafter, even further exacerbating the problem. This could lead to a situation where non-crafters are barely able to keep their equipment in working condition, while crafters still don't really know what to do with all their cash.
Also, how fast do items degradate with use? For example I'd really hate having to fall back multiple times while clearing out the GMS compound just to keep from getting slaughtered because of broken equipment. Maybe restricting the degradation to being critically hit?
As I said, didn't have time to check the new build out yet, just the first things to come to mind. Not really bothered about the introduction of durability, but it's an easy to mess up aspect of game design in my opinion.
To elaborate: While found loot is no doubt very valuable, crafting-oriented characters in my experience have still a much easier time amassing wealth. They get all the valuable loot other characters would find and in addition can increase the value of some of it many times over by crafting items from otherwise unneeded components (an early example would be tailoring and rathound skins). So not only do crafters earn more by scavenging, but depending on how item durability is balanced, they will need to spend significantly less on equipment maintenance. Additionally, what applied to found components will also apply to damaged loot: The increase in value from reparing could easily outscale the cost of repair for a skilled crafter, even further exacerbating the problem. This could lead to a situation where non-crafters are barely able to keep their equipment in working condition, while crafters still don't really know what to do with all their cash.
Also, how fast do items degradate with use? For example I'd really hate having to fall back multiple times while clearing out the GMS compound just to keep from getting slaughtered because of broken equipment. Maybe restricting the degradation to being critically hit?
As I said, didn't have time to check the new build out yet, just the first things to come to mind. Not really bothered about the introduction of durability, but it's an easy to mess up aspect of game design in my opinion.