Necesse

Necesse

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Durability of stuffs
Do the developers plan to add durability to items (or tools)? At least for higher difficulty or as a separate setting. There is a bit of RPG in this.
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Showing 1-15 of 15 comments
Lorska Jan 27 @ 4:46am 
Durability only makes sense if obtaining those extra materials is something that creates an effect beside annoyance.
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?
Teramai Jan 27 @ 4:54am 
Originally posted by Lorska:
Durability only makes sense if obtaining those extra materials is something that creates an effect beside annoyance.
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?
the effect is "logic". You take tools into the dungeon, it can break. Endless using has not logic in digging and fighting in dungeons. That's why this game need a switch "broke tools" or something like that for players like me. It's more realistic.
Lorska Jan 27 @ 5:50am 
Ah yes, logic.
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.
Teramai Jan 27 @ 6:34am 
Originally posted by Lorska:
Ah yes, logic.
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.
you're exaggerating too much, instead of giving real counterarguments to my argument. But i like your ideas in:
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.
Lorska Jan 27 @ 7:22am 
Yes it's used in 1st person survival games to make use of the scarcity of (often rare) materials to create tense moments for scavenging those in an immersive way.

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.
Last edited by Lorska; Jan 27 @ 7:22am
Teramai Jan 27 @ 7:27am 
Originally posted by Lorska:
Yes it's used in 1st person survival games to make use of the scarcity of (often rare) materials to create tense moments for scavenging those in an immersive way.

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.
You're arguing for the sake of arguing, not to find a reason why objects need durability. I've already said that I see the point in this. If you don't see the point in it, that's your right. I'm not judging you. Just calm down and stop trying to push yourself in search of your elevation with your truth. There is no wrong in this matter. It's just that you like one thing, I like another. That's why I wrote about the "presence" of a switch for this function. You're either a troll or a toxic person, or you're really interested in finding the reason. From our conversation, it looks more like you're just trying to find fault with other people's opinions as much as possible, although in my taste, the strength of the object really makes sense in the game.
Arkadus Jan 27 @ 8:24am 
Lorska is pretty objective. I agree with your point that it could be a switch, but it's definitely something that I would never turn on. Constantly trying to maintain my weapons while in a dungeon would be a pain. Plus bringing the necessary materials and workbenches would add to the constraint of space.
Teramai Jan 27 @ 8:25am 
Originally posted by Arkadus:
Lorska is pretty objective. I agree with your point that it could be a switch, but it's definitely something that I would never turn on. Constantly trying to maintain my weapons while in a dungeon would be a pain. Plus bringing the necessary materials and workbenches would add to the constraint of space.
yes. it can do the game is more difficult. For example, for hardcore players.
It really wouldn't make the game difficult, just tedious. This sounds like a terrible addition to me. Better to try and create a mod for it.

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.
Last edited by ElDudorino; Jan 27 @ 9:02am
Teramai Jan 27 @ 9:04am 
Originally posted by ElDudorino:
It really wouldn't make the game difficult, just tedious. This sounds like a terrible addition to me. Better to try and create a mod for it.
that is why i said just a "switch" , not an important function. Mod or official feature have no difference.
Ouro Jan 27 @ 11:39am 
Yes let's totally ruin the game by adding durability which we know everybody loves in their games.
GameQB11 Jan 27 @ 12:22pm 
i like the maintenance of durability. I would just have a "sharpening" buff though, and not have tool break.

but either way, its not a big deal to me.
I agree with Lorska in most points. There should be some gameplay benefit to justify implementing durability that goes further than just being a resource sink or tedium increase.

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.
Elleyden Jan 27 @ 8:51pm 
Originally posted by Teramai:
Originally posted by Lorska:
Durability only makes sense if obtaining those extra materials is something that creates an effect beside annoyance.
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?
the effect is "logic". You take tools into the dungeon, it can break. Endless using has not logic in digging and fighting in dungeons. That's why this game need a switch "broke tools" or something like that for players like me. It's more realistic.

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.
Last edited by Elleyden; Jan 27 @ 9:06pm
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Date Posted: Jan 26 @ 9:41pm
Posts: 15