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World Items Breaking

Discussion in 'General Suggestions' started by orange0404, Feb 12, 2017.

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  1. orange0404

    orange0404 corkus is actually here HERO

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    10/10 idea
    Get materials from killing mobs to fix your items
    They break not very easily, (maybe like after 100,000 or so hits)
    Use emeralds and materials to fix your items at the identifier I guess?
    Materials can be obtained from many areas around the world. (Grinding Zones)
    Items do not break in nether or guild wars.
    When using a broken items, all negative ids are doubled and positive ids are halved.
    Normal Items will not break.
    Mythics are mythical, as they will not break either.
    Items will not break more often based on their tier, but their level.
     
    Last edited: Feb 12, 2017
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  2. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    While I do find item durability to be an interesting concept, in these numbers it would be useless.

    (Armor only).
    Why not give items a durability based on item type, and give them a chance to become damaged upon death.
    Lets say leggings, with 10 durability.
    Upon death it has a 25% chance to lose a durability point.
    This makes it on average, 40 deaths before the armor breaks.

    Weapons should take damage upon casting spells
    Lets say 10 durability with a 1% chance to lose a point per spell.
    This gives it, on average, 1000 spells to be cast before it breaks.

    Normal Items should break, but instead of halving Id's it halves the damage.

    Mythic items should never break.

    But rather than fixing them at the identifier, add another merchant, a "Blacksmith."
    He would offer "Repair Kits" that you could craft with your broken items to fix them to a certain point.
    Repair kits cost 5E x city level.
     
  3. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    That sounds interesting.
    This might jolt the market a bit.
     
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  4. orange0404

    orange0404 corkus is actually here HERO

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    Anything else? I don't want it to be like seaskipper where you buy it, you gotta work for it.
     
  5. Kaelan~

    Kaelan~ RIP VIP

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    LOL at first I thought this was a suggestion to break item's and I was like 'lol wat'
     
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  6. captainganon

    captainganon God of k | Derpalope VIP+

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    These are all pretty good suggestions. Two things, though;

    Repair kits should be 5 x Weapon Level or something similar, so that you can't just go back to Ragni and get your good items fixed for super cheap. Less importantly, "repair kit" is a strange name for an rather medieval and magical world.

    As for durability and chance to break, they're actually quite good. However, items should scale in durability; Normal items having the least, then Unique, Rare, Legendary and Mythic not breaking at all. This would add a bit more balance to the suggestion, plus would make sense lore-wise.

    Now this is an issue. 1000 spells seems like a lot, but it's really not, especially at higher levels or when grinding. Something needs to be changed here, either the durability or the chance. You should also incorporate tiered durabilities in to it, that I mentioned before.
     
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  7. orange0404

    orange0404 corkus is actually here HERO

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    To make this not seem like an inconvenience, every time you reforge (Fix) an item, a counter goes up, and the identifications slightly boost
     
  8. captainganon

    captainganon God of k | Derpalope VIP+

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    No... People would start killing themselves with only the things they wanted to upgrade on them, to farm IDs.

    The point is to add immersion; it's hardly a bother anyway, and even if it was, that's okay.
     
  9. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Wait whoops ya. Perhaps something like the powder merchant where you infuse the items with things?

    Add a new commonly dropped type of item to mobs that you can put into the GUI.

    "Grindstone" for daggers.
    "Ligament" for bows.
    "Stick" for spears.
    "Rune" for wands.

    "Polish" for armor.

    And then 5x item level for emeralds.

    Ik 1000 spells isn't that much, there'd obviously be an algorithm for how much durability an item has that was just to get the idea across. xD
    ________________________________
    And while I agree for mythic and possibly legendary items not breaking, at higher levels durability would be a useless function if everything above normal didn't break, since most 100+ people wear/use mostly legendary.
     
  10. captainganon

    captainganon God of k | Derpalope VIP+

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    Having items that drop may be a bit of a pain, since if you don't have any saved you'll need to grind using a bad weapon to get some; just having differently named options for armour and different weapons is a good idea though.

    I agree that everything except Mythics should break, just that higher rarities should take a slightly longer time to do so, on average.
     
  11. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Ya, you're right on that too. Just emeralds should do it then.
    Time to make some math.
    Assuming a level 1 weapon and a level 100 weapon on a linear increase in durability.

    Y=MX+B would be the formula
    B is the minimum durability (probably 5 or 10)
    M is the rate of increase (in this case the level)
    X is the tier of the weapon (normal is 1 and legendary is 4)
    Y would be the actual durability.

    And they said algebra/geometry wouldn't be useful, ha!
    ________________________________
    A level 1 normal weapon would be 1 * 1 + 5 = 6 durability at a 1% chance per spell cast to damage, on average, 600 spells.
    A level 100 legendary would be 100 * 4 +5 = 405 durability at a 1% chance per spell cast to damage, on average, 40,500 spells.
     
  12. captainganon

    captainganon God of k | Derpalope VIP+

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    This works pretty well for weapons. Pity that math is still the most boring subject.

    It might have to be a bit different for armour though. 405 durability at 25% chance per death? That's what, 1620 deaths before it breaks? Bit much, considering it's easy to go through the game dying less than a few dozen times.
     
  13. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Y=(0.1M)X+B
    Level 100 legendaryis 10*4+5=45 durability.
    ________________________________
    Round any decimals down.
    ________________________________
    This makes it so every 10 levels on the armor you get a 1-4 point durability increase.
     
  14. captainganon

    captainganon God of k | Derpalope VIP+

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    Works perfectly. There aren't any other glaring issues. Only one being that it's a minor inconvenience, but it's still an immersive feature.



    Good suggestion. Details as for prices, locations, dialogue and such are needed though.
     
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  15. orange0404

    orange0404 corkus is actually here HERO

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    Then I will make the chances of it improving extremely low and if it does it will barely be anything at all
    Edit: @Kra3tys at this point if you wanna make a new thread going in detail go ahead, or you can keep commenting here building upon what i've done
     
    Last edited: Feb 12, 2017
  16. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    This will just fill up inventories when grinding
     
  17. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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    Ya we cut that off, that's over. xD
     
  18. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    Im a bit confused, whats the current suggestion?
     
  19. Kraetys

    Kraetys Hater of Catipalism - Certified Nyanarchist HERO

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  20. Snerp

    Snerp Grand Terrainer Modeler HERO Builder

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    inb4 dark souls 3 durability
     
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