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Make things break faster?

Posted: Mon Jul 01, 2013 9:45 pm
by Ares
Based on this topic:
viewtopic.php?f=17&t=12218

We're talking about weapons, armors and whatever else you're wearing when you die thats worn (including magical clothes and jewels).

I've probably missed something obvious, so please just vote on these things and add your comments below.

Re: Make things break faster?

Posted: Mon Jul 01, 2013 11:00 pm
by Glarundis
yes, ONLY if this means those same items will be easier to craft/find/replace/whatever in such a way that this doesn't go overboard but makes things more dynamic which is imo what we need to achieve

Re: Make things break faster?

Posted: Mon Jul 01, 2013 11:21 pm
by Demian
Glarundis wrote:yes, ONLY if this means those same items will be easier to craft/find/replace/whatever in such a way that this doesn't go overboard but makes things more dynamic which is imo what we need to achieve
How does anything change then if the items that you lose will be even easier to replace than they currently are? I'd say no to this idea. Annoying as hell.

Re: Make things break faster?

Posted: Mon Jul 01, 2013 11:45 pm
by dwight
I say yes but I think weapons already break fast enough

Re: Make things break faster?

Posted: Mon Jul 01, 2013 11:50 pm
by Glarundis
Demian wrote:
Glarundis wrote:yes, ONLY if this means those same items will be easier to craft/find/replace/whatever in such a way that this doesn't go overboard but makes things more dynamic which is imo what we need to achieve
How does anything change then if the items that you lose will be even easier to replace than they currently are? I'd say no to this idea. Annoying as hell.
fair point, but i wasn't meaning to do the changes in the exact same proportion, that would make things work like they are, only faster. what i meant was adjusting just a tiny little bit (in terms of final effect) while overall making it more dynamic (which will make mercants happier and ppl happier atleast for the thrill of finding and getting newer stuff (but replacing stuff can be annoying though :P))

Re: Make things break faster?

Posted: Tue Jul 02, 2013 5:54 am
by Cyrus Tegyr
Are we talking of a WoW like system where when you die items take a % hit of their overall durability? or the current system that Ultima has always used where after enough beating on then it breaks?
Ares wrote:We're talking about weapons, armors and whatever else you're wearing when you die thats worn (including magical clothes and jewels).
This makes it sound like a WOWesque system, I won't vote either way, I won't even *gasps* speculate as I usually might until I find out what you mean Ares. :D

Re: Make things break faster?

Posted: Tue Jul 02, 2013 7:14 am
by aldath c'om
bows already break way too fast. 10 shots and its gone from perfect to good, and its already useless then.

Re: Make things break faster?

Posted: Tue Jul 02, 2013 7:42 am
by Ivan
This change would drop cloths prices a lot, even if you raise the drop rates its +-0... is it worth the change even? Rather keep them rare and expensive... Bring back robbers to hoard them and bring some fear in indy cloth users.

I just cant see the fun in system where you gotta replinish your gear supplies even more than nowdays, in exchange for bigger loot... its basicaly +-0 afterall... Its always an annoyance to seek a merchant to make a certain thing for coin that you already have anyways not enough. Would perhaps even encourage muling which pang doesnt want i take it?

Re: Make things break faster?

Posted: Tue Jul 02, 2013 10:19 am
by Edward Sinclair
Bring back robbers to hoard them and bring some fear in indy cloth users.
This fallacy is so old that I never ever expected to see it used again. Robbers merely change who owns the stuff, it doesn't deal with the inflation issue. For the inflation issue- you need a way for the stuff to escape the players, and the system.

Re: Make things break faster?

Posted: Tue Jul 02, 2013 10:42 am
by KennairAldshayn
Yes.

Although, as I suggested in that topic, it might be worthwhile to increase the qualities/effects of the gear. High end gear is more effective, but for a shorter overall period.