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Sooooo....Really simple. Will you support SWG style item decay (aka they friggin break) or will you go against it? ]
Edit :
Well in terms of getting gear, I was thinking more along the lines of SWG style where you craft them and they break after a while.
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If a fully geared out set takes less than a few hours to get I have no issues with it.
EDIT: Really people already do this with LoL and similar MOBAs. Items decay in less than an hour.
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I think DAoC had it right. Item decay (greater depending on how much higher the item was than your level) but allowing you to repair it.. but repairing lowers durability and eventually your item would be unrepairable.
Preferably with player professions able to do the repairs though.... the higher the skill of the player the greater the success and the lower the durability hit.
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This.
In a crafting based economy where player created items are superior to those found in the world, to promote continued crafting, item decay needs to happen.
couldn't put it better myself
I certainly understand that logic but I question if it's really that bad. The retention factor in most games where you need kill a boss repeatedly for a bit of gear is the fact that you want the gear and so you go about the process or acquiring it. Therefore wouldn't it make sense that you continually have something to acquire or reacquire? I understand that a shiner bit of more powerful gear is favourable but that ain't always an option. Personally I don't like the whole carrot on the end of the extremely long, boring and repetitive stick so forgive me if I'm way off base.
Im for it.
But I'd prefer to have only crafters skilled with in that particular profession to be able to restore/repair the items decay level.
So as an example, swordsmith can repair the decay for a sword. But I'd like to see a more dynamic repair formula.
The higher level the item the more materials required, the higher level the crafter the less materials required.
This way all skill levels in that profession, starting at level one, can repair the sword, but it become prohibitvly more expensive, but not impossible. This way a high level swordsmith cant price gouge players because ultinately its balanced by what a lower level swordsmith can repair/resore it for.
Crafting shouldnt be just about building/making items. Traving blacksmiths - ferriers, were more so about fixing things then they were about making them.
All crafting should be in demand. Then that makes resources in demand. Which then makes adventuring to earn money in demand, so they can keep their weapons from decaying. And so one supports the other and the "circle" stay unbroken.
Its one reason why EVEs ecnomy is so robust and good, and say WoWs is subpar and blows.
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I am not for it at all.
I'd rather a company go the route disenchanting unwanted items to keep the economy in check.
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It's not the same. One thing is beeing able to repair your items, and another thing is beeing able to repair your items to a certain extent becouse eventually there will be no way to fix it and you will have to get a new one.
Item decay is about that. Eventually you will need a new item becouse you won't be able to fix your present one.
Edit: typos.
The question is all wrong. No one "wants" item decay, it is just a solution to problems with game and crafting economies. Many new gamers will not even know what you are going on about OP.
I would only be in favour if a "crafting better than drops" system did not work. If it was the only solution to the non-functioning MMO economies of today then yes I would sign up to it.
I'm for games systems / features that work together and fit the overall concept & design philosophy of the game, and against systems and features being thrown in without regard to whether they make sense in the context, as part of a box-ticking exercise, because some vocal clique on the forums demanded them or because popular game x also had them.
The System overall was ok. But in DAoC a usual weapon broke not in a very long time.. i guess 2-3+ years, depending on use. But that number or item decay overall depends on the system behind. In a WoW like system, where crafting is useless anyway and all weapons come from raids decay dont have a big point. But in a game where economy rules, and almost all weapons come from crafting a decay from over 2 years is seriously to long.
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For item decay but in a game where all armor and items are from crafters and monsters only drop money and materials and without bop drops or soulbound items.
IF rest of game is build with that in mind. Like player made economy, gear coming mostly from crafters and so on then yes.
Putting this in instance gear grinder game like WoW, Rift or Lotro(now) would not be good idea.
Item decay itself wouldn't have made SWG's what it was.
You also need the variable stats on items, and also the variables in harvesting/crafting which greatly altered market position. That harvesting system was GREAT. You had to go out and hunt for spots and plant down harvesters.
Crafting is really lame in every other game in comparison. Not even worth it anymore.
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