Material Scarcity for Repairs.

Post by Sathrago on 2022-09-14 23:02:30

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Post by Ludullu on 2022-09-14 23:18:34

This was one of the reasons why I made a post related to the crafting system (the post itself was about OE). I'd personally prefer a "time-based" decay system rather than a "through use" one. If you craft a sword and see "this item will completely decay in 60h of equipped time" and you know that one instance of repairs restores, say, 20% of the decay bar and costs a particular amount of resources - you can plan out your gameplay around that.

Intrepid wants us to be super loyal to our nodes so, in theory, you should spend most of your time within or at least around it. So if your weapon used mats from your node - you'll be fine. And if you used items from a far away node, you might want to contract a merchant to get you those items in a timely matter and agree upon the fee for doing so. This way you have your repair mats and the merchant gets an assured income.

And the "equipped time" thing would also allow you to only use your superior weapon in special situations, while you could be using a mid-tier weapon for everything else. This kind of design would also level out the pvp playing field a bit, cause not all players would be willing to use their best weapon in pvp because the risk of speeding up the decay might not be warranted, while people with "regular" weapons would be closer in power to the "elites" with the cool but unusable toys.

P.S. I can definitely see how this kind of system could be seen as tedious to a lot of people, so it might be far from the perfect solution. But one of the later L2 updates had super cheap timed weapons that allowed poor people to go up a gear tier w/o going completely bankrupt (if they even had the money) and people used those weapons in exactly the manner I described. It didn't really feel tedious there, which is why I suggested this in my original thread.

Post by Sathrago on 2022-09-15 02:22:58

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Post by Azherae on 2022-09-15 02:54:41

I know this is practically a dismissive answer to this but...

Why wouldn't you just buy a new 'locally sourced' sword?

Post by Ludullu on 2022-09-15 03:20:39

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Yeah, that'd be the micromanagement of you properly utilizing your items. You'd usually either run with nothing in your hands or a weaker but easier to repair weapon (well, in L2 we did). And once you saw that you might need your better gear - you equip it. This would also require constant awareness from players, which is a good thing to have in an owpvp game.

At its core, this is the same as having your gear decay "on use", but it's way easier to track than some arbitrary equation of "t3 decays by 0.1% from each hit against t3, but by 0.3% when hitting t4". And then you have the mob variety and the whole mess of how exactly does your gear decay in pve use across that variety. Imo that's just an overcomplication of the system, though we have obviously not seen what Intrepid has planned currently so they might've resolved that issue already.
Why wouldn't you just buy a new 'locally sourced' sword?
Stats, looks, personal attachment, costs, availability. Those are the first reasons that come to mind.

Post by Azherae on 2022-09-15 03:35:27

Why wouldn't you just buy a new 'locally sourced' sword?
Stats, looks, personal attachment, costs, availability. Those are the first reasons that come to mind.

I mean to use temporarily.

It's one of those situations where I can't find the downside that isn't a natural gameplay challenge. If you 'chose to move away from the node where you got your awesome sword', in terms of 'gameplay challenge and story', wouldn't it make 'more sense' for you to have to have the experience of dealing with that?

There are many situations where I wouldn't ask this of a player. But 'spending money and interacting with the local economy of the new node' and 'not losing the current sword' seem more like an inconvenience than anything else, and MMOs need 'inconveniences' sometimes, I think. This one seems precisely as though it would lead to standard gameplay/a good experience or loop, not 'man this sucks the game has locked me out of content because I have no sword'.

Another 'catalyst for change', if you will.

Post by Ludullu on 2022-09-15 03:46:55

I mean to use temporarily.
It's one of those situations where I can't find the downside that isn't a natural gameplay challenge. If you 'chose to move away from the node where you got your awesome sword', in terms of 'gameplay challenge and story', wouldn't it make 'more sense' for you to have to have the experience of dealing with that?

There are many situations where I wouldn't ask this of a player. But 'spending money and interacting with the local economy of the new node' and 'not losing the current sword' seem more like an inconvenience than anything else, and MMOs need 'inconveniences' sometimes, I think. This one seems precisely as though it would lead to standard gameplay/a good experience or loop, not 'man this sucks the game has locked me out of content because I have no sword'.
Another 'catalyst for change', if you will.
Ah, in that way - yeah, it's barely even an issue. And it's the "mid-tier" gear I was talking about in my comment here. Your mid-tier stuff would still break down as it should, but replacing it with another mid-tier local thing would be super easy, all while you keep your cool sword for the special occasions that might arise.

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