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Ein Übersetzungsproblem melden
Make repair tied to a blacksmith NPC instead of a table. This also adds some depth to the tenant system. You could even tie in some upgrades (including durability) with it. Currency would be a mix of scraps and ancient coins probably, with different scrap returns depending on the worth of the item salvaged.
Like... Wood = 1 scrap, Copper = 3~5 scrap, Tin = 10 scrap, Slime Sword = 15 scraps, iron = 20 scraps, etc...
The ability to upgrade durability would help those who hate having tools break on them and those who want a sense of progression.
Personally I would like if items just scraped down into bars/cloth instead of scrap and then you have to use the same material to repair in a workbench. Add in an internal inventory to the repair bench to store parts in it so you can repair gear quickly without rummaging through chests and i think it'd be alot better mechanic. You'd actually have a reason to build occasional bases to go back to repair at.
I'm still not seeing how it pushes you to explore. The game itself already pushes exploration. You want to get more materials for the next upgrade. You want to find ring sets and necklaces, build the next crafting station, fight the bosses, etc. The durability system doesn't add anything to that.
Again though, the durability system alone doesn't do that. You can keep your base in the middle, build multiple bases, build rail lines, or not, without repairs being a factor.
where's this argument at?
Yeah, I understand. You don't like the system.
And I'm not trying to say it's well implemented in this game (yet). And even if it was well implemented I doubt you'd like it. Players usually don't.
I'm just trying to explain what developers tend to see it as.
Right now, it's easy to circumvent. But in the final release, it may be a lot harder to avoid. And that would move it in the direction I was attempting to explain to you.
Terraria is an action game (as far as I understand, I haven't played it myself). This is a survival and exploration sandbox game. I appreciate that there's a lot of overlap, but this is closer to something like Conan Exiles, or Starbound (in my opinion).
Durability is present in many (though admittedly not all) Survival games.
(I am a huge fan of both btw)
Core Keeper is very much the same type of game as Terraria. I would say "top down Terraria" is a perfect description of this game and what many people have been calling it. You have an open world to explore and mine stuff, chests to find for interesting loot, some bosses of various tiers to fight and unlock harder content, a town to make for NPCs to move into, and Terraria has a survival mode (The Constant) where you need to eat food to prevent starving to death. The two main differences right now is Core Keeper has a leveling mechanic instead of simply finding upgrades, and Terraria has a much larger variety of playstyles but that's mostly because Core Keeper is still early in development I imagine.
Keplerth is another very similar game, top down, mine blocks, survival, tiered boss fights, it does have a durability system and repair mechanic. So really this type of game can go either way, durability isn't a critical aspect of the genre, but it's a method to create resource sinks that some developers prefer.
Overall I would say this discussion is pretty insignificant because by the time you have an iron pickaxe and the chance to not lose durability skill maxed out, it takes absolutely ages for the pick to break, and you can just carry two if you want and don't like the idea of repairing in the field. The game autoswitches your broken tool with a replacement if it's in your bag.