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Mendel said:Weapons break. A significant number of ancient battlefields are only know by the presence of broken, bent and discarded weapons. People have always tended to preserve fallen human bodies, but objects are simply left behind. Swords. Shields. Bows. Straps for armor. Bowstrings. Even rifle stocks, scopes and entire weapons in modern days. Archaeologists have known this for quite some time.svann said:Ok, define what need you are talking about. Why do you think armor and weapons NEED to have a reason to be replaced besides upgrades?Mendel said:That's certainly the way wear and repair has been implemented in the past, tedious and costly.DMKano said:its just a money sink. i am not a fan of constant wear and repair tedium that some games have
That history hasn't deterred me from the idea of wear and repair, though. It could be an important variable of the MMORPG experience if injected with new ideas and mechanics. Armor and especially weapons need a reason to be replaced other than 'this one has better stats'.
If a game is going to simulate combat, I think it needs to somehow represent that. Weapons and gear were always an expensive personal cost to war. Simply eliminating that risk fails the 'simulation' of the conflict, and reducing wear and tear to a totally abstracted system doesn't satisfy. Granted, you and I may be on completely different ends of the 'simulation-vs-game' continuum, but there's got to be something more advanced than an 'your armor needs repair' indicator to satisfy.
As for a different idea, how about a melee feedback cue to alert the player that their gear had taken an unusual hit? Something along the lines of the audio combat cues that DAoC used. A melee character would know when there was an opening for a parry or counterattack or shield bash. Extend that to a 'bad' sound of metal breaking, signaling that some piece of gear wasn't working as expected and needed replacement. It doesn't need to be a constant thing, just a reason to look after your gear. Enough 'bad' feedback, and the item may experience a catastrophic failure.