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Repairing knicks out of blades, I could see that lowering the overall durability of the item. But the durability of the blade and the durability of the haft/hilt/etc likely add up to be the overall durability of an item.
I'm not sure this is how it is figured, and likely if added at this stage would require a lot of added coding, but that is how I imagine the overall durability decreasing with repairs.
I would also imagine that overall durability has a base minimum for an item that isn't "permanently broken". Likely an item will have 20/20 durability after numerous repairs not 5/5 or 1/1...
Hopefully someone can clarify, but this is the logical reasoning for putting it into a game with limited resources. It is also probably there so you are basically forced to switch your weapon out and look at every stat available before you throw out or sell something.
Durability damage that can be completely repaired is fine, but permanent damage.. not so much.The characters themselves, after all, can suffer an endless amount of near-death beatings without suffering any permanent effects. They can always be restored to "good as new" status. As such, I prefer it when the equipment works the same way.
If permanent durability damage has to be in, then consider perhaps only applying it when the equipment reaches a durability of 0/# (i.e. hasn't been repaired in a long while). Then it's a penalty for neglecting your tools and not keeping your equipment properly maintained, allowing it to fall into a state of disrepair. But don't do it every time someone repairs their equipment. You seem to be punishing players for repairing their gear, rather than making Repair a desirable skill and rewarding them for repairing often.
I havent gotten to mess around with repair after the beta hit. First play I didnt bother saving when I first loaded into the beta as I wanted to try out the character generator a few times. Hopefully i can mess around with it this weekend.
Currently (as an example), a Repair skill of 1 used on an item that requires a Repair skill of 1 to repair a piece of equipment with 69/70 durablity (barely damaged) will lower the maximum durability to 42.
That's extremely severe.
The reason behind lowering durability for any other level is that your character 'can't repair it as good as it was when it was made until you are a master repairsmen'. Imperfections caused due to being unskilled lowers max durability, the more unskilled your are, the graver mistakes you make upon repairing.
I can follow the reasoning here, if this is the final design i can live with that. Thanks for the explanation.
The problem with this approach is that it really can make the player feel like they should either invest 15 precious skill points into the Repair skill (to achieve rank 5) or not even bother with it. Why only bother with the lower ranks if your intention is not to go the entire way, after all, as you will be stuck with a harmful skill that can eventually destroy your most beloved possessions?
Perhaps a solution to this entire problem rests with the repair (hammer) tool itself. The trick with durability is that there has to be a consequence preventing you from repairing your gear whenever you want. Otherwise, skills like Lockpicking lose their usefulness as getting through locked doors and containers only requires patience and multiple clicks of the Repair function on the weapon you use to bash these obstacles with.
The current deterrent for that behavior is the permanent reduction of max-durability every time you repair it (it makes you not want to use your weapon unless you really have to). If that is removed (and that's what we all seem to be looking for) the deterrent is gone - and that's bad for the Lockpicking skill.
What if, instead, we address that flaw by making the repair tool itself an item with durability that can not be repaired? It would lose durability every time it's used to repair an item, and the repair tool itself would eventually break, requiring the purchase of a new repair tool (which needs to be frequently stocked on vendors). In that way, the price of replacing the repair tool would deter players from damaging their weapons via breaking down locked doors and containers too often.
On top of this, you can still have the current mechanic where higher levels of durability loss on an item require higher ranks of the Repair skill. And perhaps we apply the idea that higher levels of Repair skill equates to a reduction of durability lost on the repair tool itself (meaning your repair tool lasts longer as you become more skilled at repairing items).
In short, we would end up with this:
Going that route, we 1) make the Repair skill attractive, and 2) preserve the attractiveness of the Lockpicking skill, while 3) removing permanent durability loss on all equipment (save for the repair tool itself). Thoughts?
So I guess I'm just the type of person who prefers to buy game when they are ready and not when they are buggy.
But anyway, from a standard RPG and logical standpoint this is in my opinion a pretty good idea, didn't the first Diablo or some other popular game had a similar system.
Gameplay wise it force you out of your comfort zone, you can't use the same items forever (thought, I don't know about this one, but it is rarely a problem in RPG as you get better stuff as your lvl increase)
and as logically, i remember a quote from system shock 2 (I think it had a similar system) "weapons are not fine wines, they don't get better with age" :)
Wasn't going to preorder anyway (almost never do), but I will continue to follow this game till it's released. Not sure how much impact this issue will have, but if it's a big one, it will probably be a breaker for me.
I know for a fact that this is how our design team is thinking, they want you to force to use some different weapons during the game.