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Materials are so abundant that this would do nothing. Also you start clearing everything with explosives fairly quickly and it's also a great coin sink.
Maybe give a good reason to have this. Like what is the actual beneficial effect on gameplay here?
How about having to go to the toilet every few hours?
How about having to rest for a few days whenever you get critically injured?
How about ranged weapons dealing reduced damage at longer range?
How about explosives leading to cave-ins?
How about food poisoning from spoiling food?
Things don't need to be logical or realistic if they also result in detrimental effects gameplay-wise.
There's a reason durability systems are usually one of the more despised game mechanics in games in general. They rarely add anything beside wasting your time.
How about ranged weapons dealing reduced damage at longer range?
How about food poisoning from spoiling food?
Just remember Minecraft, in which it was normal to have the durability of equipment.
Necesse is not that. There's no scarcity of resources and collecting ore is easy and poses little risk.
Also once you look at what durability would do to drop weapons and enchants (either it's irrelevant due to repairs or it creates an awful grind) it just doesn't make much sense.
Again please give an actual reason why that system is good (it's a waste of time). Logic isn't a reason, immersion would be and logic/realism can enhance that, but only if it creates situations that facilitate engaging gameplay, which it doesn't because again, there's no scarcity of resources.
Even in Minecraft I'm not crazy about durability but at least there it's tied to mineral scarcity. You might have to spend 30 minutes exploring to find another batch of diamonds. We don't have that in Necesse so it would just be busy work.
but either way, its not a big deal to me.
Minecraft does indeed have durability but most of its 2D clones, such as Terraria, Starbound, Crea, Planet Centauri etc. dont, and probably for good reason: many players detest this feature, feeling it forces them to grind (to accumulate the resources required to repair their gear) instead of investing their time in more enjoyable gameplay venues.
Under this mindset, removing durability is really more of a Quality of Life element rather than a design choice.
As for gameplay benefits resulting from item durability, I could imagine an enchantment that makes items indestructible, which would have players ponder whether they should choose it over the enchantments providing actual stat increases.
But personally i'm glad i dont have to face such dilemmas, cause stat bonuses are much more pleasant to me than mere tedium/problem negation, since u can actually feel that attack/speed/crit/armor/whatever bonus while playing and enjoy your char's tangible power progression.
Maybe offer a durability system that if the weapon breaks (0% durability), we can reforge it (with another similar weapon) to make it more resistant in addition to giving it better stats, for example +1, +2, +3, ... ?
Otherwise, you can repair it for free at the forge by clicking on the forge. The forge can be located in a dungeon or outside
+0= 300 hits resistance
+1= 500 hits (bonus +5% all stats)
+2= 800 hits (+10% all stats)
+3= Indestructible (+15% all stats)
The other choice could be to recycle it for 30% of the materials once 0 sustainability
The broken weapon deals -40% damage (or -20% resistance per part of broken armor) but you can still already use it
Personally I don't like the idea of durability, I find it frustrating in games, maybe one day a compromise will exist and make durability "realistic" but interesting too.