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Rapporter et problem med oversettelse
forget about the game and go somewhere else
You know what else I don't notice? Buttons I'm not required to press.
If each death, thousand death, or once in a lifetime when I turn 100, I'm prompted to press a button for no reason, I'll be miffed about it.
We'll see, and while it is their decision, it's not one I'd consider a reasonable one if it remains. If it's meant to serve some purpose, then that's perfect, but as it stands it doesn't.
The problem isn't the concept of 'Durability' per se, it is its current implemented failure to serve or fulfill a purpose.
For example, if each tenth death, one has to return to Sacrament to brew a potion or:
- do a ritual to earn a required buff
- eat a meal to not starve
- re-equip weapons lost on death
- close the the front gate to ensure Sacrament is safe after your latest failure so you can venture on
These would all be a button press and are all FUNDAMENTALLY the same as what Durability is now. You press a button once in a while. Nothing really changes if you do or you don't, but you still have to do it, and that is annoying because you know it's completely arbitrary and if that button wasn't there, you simply wouldn't have to press it.
What else are all these examples FUNDAMENTALLY the same as? Pressing ESC to pause the game and then pressing again to unpause it.
After thinking through it, I agree, durability isn't good in this game the way it is. It takes up a potential bottom d-pad slot, it does require you go back to Sacrament every time you find a blue thing, and I'm constantly checking if my tools are gonna break because it sometimes doesn't show the graphic, and then I have to buy a new one.
If anything, the durability mechanic has taken away from my fun rather than added to it.
I think, if they wanted durability, they need to remove repairing or make repairing only work with the few repair kit items you find. That way, you're forced into using interesting weapons, armor, and new shields.
That's how it was on day 1, but after that, I had to play the same strategy for the rest of the game because I'd already dumped so many points into Dexterity.
Once again, it's not about the in game resources. It's about the mechanic not being additive to the game in any meaningful way. There is no skill or modifier to the game's difficulty with this mechanic, you simply go talk to the repair npc. It's just a chore. Read the post just above yours for another take on the matter.
Because life is hard and it should cost you to burn through one.
Durability is not a issue, i dont know if it was, its not even a chore really, since you have limited space in your inventory and you will be returning to town often, so i have all these repair powder on me and never used it once, and i die a lot.
I guess you guys are setting your foot down on this but i dont think the devs will change anything, what should they put as a consequence to death? XP would be nice, like dark souls we could go back to the place we died and get it back.
Otherwise, we need some other drawback to dying like having to grab your experience or gold in the game world. I don't like the stress that causes in typical soulslikes, but I also think death should come with some sort of drawback.
Right now, repairing equipment is only a few coins of backtracking.