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Author Topic: (QOTW 02162009) Durability  (Read 5092 times)
Moll
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« on: February 16, 2009, 03:32:12 AM »

Hello!

Today's question is provided by newer community member Invisible, with original question taken from here.
 
Invisible wants to know about the decay system, so let's check out that question.

Quote
About the decay system:
- As stated 'everything' has it, so in which time you can expect something to be destroyed by just using it normally: Weeks, Months? Example: The vehicle you drive and never gets a scratch from a weapon, how long till it will break by just driving it around?
- And more to that: How much will damage actually count into that: Every damage-points will lessen it by minutes/hours still you need to get a new one?
- Stated as well that repairing means lesser quality, so weapons lesser damage, armors lesser shield-boni or so and so on. Do vehicles/droids/exoskelletons just loose life-points or do they get slower, bad in attacking etc., too?
 
And here's what our developers had to say:
In order to create a vibrant and balanced economy based on constant supply and demand, Earthrise will feature items that take damage and wear off through extended use, and players will often have to plan one step ahead for inventory. Almost every item created in the game will feature two very important properties - Durability and Quality. Durability measures the structural integrity of an item; as it gets used for its function (weapons strike or fire ammo, armors take damage, vehicles and mecha take damage and/or cross distances, devices are used, etc.), Durability is lowered. As Durability reaches low numbers, item properties will take into account certain penalties although items won't exactly weaken to the point where they become useless until they reach zero Durability. These penalties will cover the basic functions of the item - less damage from weapons, less protection from armor, slower vehicles, etc. Durability can be raised using tools, but as Durability is raised the item's Quality drops. Quality is a measure of quality of components used in the crafting process. Quality can never be regained - break an item too many times and repair won't do much anymore. As Quality drops, the item will receive penalties (penalties for Durability and Quality are cumulative, so beware!) and also the item's maximum Durability will lower. This creates two-fold effect - repair item too often and the item will require frequent repairs to properly support. So while high-quality items may keep you running for up to a month of gameplay or even longer, completely worn out equipment may break for a day or two of gameplay.

Thanks for the great question, and we'll see you all next week!
~ m.
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Xyleya
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« Reply #1 on: February 16, 2009, 03:42:36 AM »

This will do very well paired with a player-controlled economy.

Constant demand of new crafted items and constant demand for ressources is the key for a working economy.
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Kole
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« Reply #2 on: February 16, 2009, 03:53:55 AM »

Wow, pair this with:
Transformation of one type of item to another - either through crafting or salvaging - has damaging effect on the used resources and the final item will always have lowered quality value compared to the input components, depending on player's crafting skill. This renders impossible the infinite transformation of items - even for a true expert, constant crafting and salvaging of the same item will make the resources useless and any item made of them prone to quick damage and lessened effect. This is when items will "break" completely - when they cannot be any more repaired, or effectively salvaged to craft a new useful item.

and we're going to need some very efficient crafters and some very good gatherers to create items that will last. Its definitely going to be a very interesting economy possibly tiered into highest quality items made from scratch from the highest quality resources and then lower tiers based on lower quality materials and recycled components.

weapons strike

So melee weapons and, possibly, maybe, one can hope, butt strikes or bayonet strikes with ranged weapons, please?
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« Reply #3 on: February 16, 2009, 04:03:35 AM »

Very cool, should always give us something to work on next.   One could go into a hopeless fight wearing good armor that has been around the block a few times rather than some shiny new piece that was just crafted.   Folks can put their low quality/durability items up for sale so crafters can remake them into something else. 
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Damandred
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« Reply #4 on: February 16, 2009, 04:41:29 AM »

This sounds great because as an aspiring crafter the things I craft will always be in demand either by my guild or just to sell for profit. No more of the idea that once I get my super duper weapon thats it. It will need to be acquired several times if you hope to always have one and use one. This brings in a much better and more realistic (because things do eventually break in real life) economy in my mind and adds more to the endgame experience.
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« Reply #5 on: February 16, 2009, 04:43:51 AM »

Great great idea, although I'm sure once that almighty weapon you've got starts losing its quality you're going to get pissed, but that's just how I like it.
I like it rough oh yeah oh yeah! <nevermind that.
The primary reason I can't wait to test/play/watch Earthrise is because of the innovative NEW ideas that I've been dying to see in MMO's for a very long time now, and the fact that you still realize that gameplay comes first. This is one of the examples of a good gameplay system. This system is simple, not too complicated like some might like, but it's great.
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« Reply #6 on: February 16, 2009, 04:53:44 AM »

Great system.. I thought I have seen it before in a game.. but can't remember which one.


But definatly, nice! Maybe this system creates a even more active economy then EvE Online!

*walks away, drooling*
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« Reply #7 on: February 16, 2009, 05:08:17 AM »

Good to see how it fits together. So it seems Quality is like the level, and durability is its progress. (Where it levels down in this case).  But will repairing it automatically make the quality lower, or will the quality drop by a percent so you get one or two repairs before its greatly noticeable?
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koss
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« Reply #8 on: February 16, 2009, 05:11:39 AM »

Nice. Will repairs be the job of a craftsman?
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Fail
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« Reply #9 on: February 16, 2009, 05:38:04 AM »

Nice. Will repairs be the job of a craftsman?

I think some types of robot assistants can repair.

Quote
...to providing healing and repairing aid on the battlefield...
Source: QOTW 17-Nov-08

I would imagine that outside of that crafters would be able to repair. And maybe some sort of a terminal/NPC?
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« Reply #10 on: February 16, 2009, 05:55:13 AM »

Im kinda scared at this quality durability thing mainly cause crafters in this game will be the number one thing to be cause you constantly need to repair your items I hope money will be easy to come by so you can pay for this and insurance of your inventory
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Tallath
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« Reply #11 on: February 16, 2009, 06:11:11 AM »

I don't think you have to worry zorky. Repairing could be anything from npc's, specific nano items, to a specific field of crafting, meaning yeah, there would be many crafters under the repair field, meaning huzzah for them, they can repair their own weapon. 

Also, depending on the price, it could be just as efficient to find someone (or something) to do it for you.

I think that repairing items would be something that needs to be able to be done quickly and easily, so I hope that you don't have to track down certain specifics to get your stuff repaired, or wait in line for a player to fix em.
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« Reply #12 on: February 16, 2009, 06:38:38 AM »

Hmm.. while I agree with the durability loss and eventual loss of the weapon/armor/mech, I find the quality loss to be over the top. It seems like an unneeded mechanic. I believe you should just be able to repair a certain number of times before the item has to go rather than the item losing its effectiveness each time you repair... seems redundent, most will replace their stuff at the first interval of quality loss anyway. I know you're looking for players to constantly involve themselves with crafters, but this may have us coming back -too- often. Don't want to spend more time in a crafter's shop than the battlefield. Tongue
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koss
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« Reply #13 on: February 16, 2009, 07:40:06 AM »

I think some types of robot assistants can repair.

Oh yeah, cool. So it would still be tied to crafting as the robot will be created by the crafters. I wouldn't be against letting crafters control the repairing of items.


I think that repairing items would be something that needs to be able to be done quickly and easily, so I hope that you don't have to track down certain specifics to get your stuff repaired, or wait in line for a player to fix em.

Ahh yeah I would want it to be convenient but at the same time I'd still want the work tied to a crafter in a contract type way (to add diversity to craftsmen). Maybe simple repairs can be handled with npcs/terminals and in some special situations the craftsmen will need to repair the item themselves but only seldom.
« Last Edit: February 16, 2009, 07:42:02 AM by koss » Logged
Burek
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« Reply #14 on: February 16, 2009, 08:02:37 AM »

Not a lot different from SWG.

High end playing requires high end items, which means items with top quality. Diminishing quality ensures that high end players will change their weapons more frequently, so it creates a bigger item turnaround, which is healthier for the economy.

I imagine that quality won't drop as drasticly as durability, which means that an item should last you for quite a while.
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