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Poll About Durability And Death Penalty Change, Let Us Know What You Think!

Discussion in 'Wynncraft' started by Salted, Jun 21, 2019.

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What do you think of this idea?

  1. I'm all for it!

  2. I'm for it if you change something (let us know what)

  3. I'm against it (let us know why)

Results are only viewable after voting.
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  1. Fwap a Durp

    Fwap a Durp Stuck at home -.- CHAMPION

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    If they will even die at all
    general T3 crafted armour has 4585 hp, multiply that by 4 armour slots and you have 18.3k hp. Plus you have ids that can have 25% spell damage average along with 4/4 mr and ms and other elemental damage%, all the while having 180+ durability.

    You don't ever die with 18.3k hp and have 12/4 mr +8/4 ms average with +100% spell+elemental damage average so crafted gear will never lose durability, and this is only with armour. If you pair those up with weapons, you can pretty much roflstomp LI like it's nothing
     
    Last edited: Jun 21, 2019
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  2. _Kaasblokje_

    _Kaasblokje_ Master of the void biome HERO

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    My god, this is such a simple idea but would instantly fix so many damn issues with crafting while still keeping everything balanced, this is probably one of the best, if not the best fixes I've seen for crafting in a while.
    With this you won't have to run to the blacksmits literally every 10 minutes because "oh no my durability dropped a few points beneath 100 and now my main stat went to shit".

    AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.gif
    YES.
     
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  3. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    This sounds like it might work if done well, but honestly, I don't have faith that it will be done well. There are just so many carefully balanced side effects to deal with.
     
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  4. ExertKarma

    ExertKarma Waiting for mythics to drop CHAMPION

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    I'm not entirely sure how I feel about this change but I think I'd rather keep it the way it is. Personally, I don't mind the current death penalty system. The only thing that would improve it is that dying with 15sp, you drop nothing like how it used to be before 1.18. Although in terms of crafted items and durability I have some personal ideas I feel would help improve the harshness of durability on crafted items:

    - Durability on armour/accessories does not decrease at all while moving, or extremely little

    - The amount of scrap required to repair an item will be based on durability rather than level. Repair costs will be calculated with the amount of durability it has vs the total durability it can have. Although, it wouldn't be a 1:1 ratio but rather a 5:1 ratio, for example: An item with total durability 40 which has 10 durability left has a difference of 30. That number will then be divided by 5 to calculate your repair cost. Which will be 6 scrap.

    This cost will be the same no matter if the item was level 2 or level 90.

    - Adding on to my above suggestion, rather than only being able to pay the maximum repair cost to fully fix an item, you could also pay a smaller amount of scrap to repair an item partially. It would work similarly to the way you can repair items in vanilla MC with an anvil. So if you only want to repair an item so that it has half of its total durability, you would only pay half of the repair cost. Going back to the example I made above, to fully repair an item with total durability of 40 which has 10 current durability left, would cost 6 scrap to repair fully (after the division by 5). However if you don't have 6 scrap but rather 3, you can repair it to a maximum of 50%

    - The minimum amount of scrap required to repair an item fully is 1. If someone had to repair an item with a total durability of 1, you begin getting into fractions after dividing by 5 so that wouldn't work

    I might have missed out some important aspects but that's the best way I see to improve the harshness of durability.
     
  5. TwageTomato

    TwageTomato Coder | Like-Giver | Tomato | Musician CHAMPION

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    If this change moves forward and undergoes development, I think there ought to be a more open beta where all players (or maybe all donors) can try the system to suggest changes and tweaks or, Great Cow forbid, collectively decide to drop the idea.
     
  6. Mettymagic

    Mettymagic she/her HERO

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    I'm fine with most items gaining durability to encourage scrapping, especially since this new system takes away a lot of the RNG bullshit with the old system (oops, turns out that 2% chance of losing your mythic just proc'd, sorry bud). I'm all for it, it makes crafted items blend in a bit better with the default items. The only problem is that it makes durability a non-problem for a lot of builds, meaning you can minimize your durability for crafted items as much as you want without any repercussions if you never die (because you have such OP gear).

    It'll be tough to manage, but if this is done correctly crafted items will feel like less of a side-project and Soul Points will be more fun for everyone. If done incorrectly, two things could happen: either everyone will be pissed that scrap is a necessity for every item and repairing items will be a chore, or there's no punishment for dying because durability is way too high.

    Also as a side note, if we're going to add durability to everything, can there just be an option in the blacksmith to repair every item in your inventory at once?
     
  7. Crokee

    Crokee Nudist poking eyes CHAMPION

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    I believe a way to balance both normal and crafted items is to implement lowering durability on death for crafted items and keep normal items as is (without durability), but make the max durability of the crafted item affect the ids of the item.

    It's kinda hard to explain what I mean so I'll illustrate some examples.
    • Anything crafted with its max durability at 100 or higher will stay the same as is.
    • Starting at 99 max durability, the effectiveness of the crafted item will be lower than it's max even if it is fully repaired.
      • If the max durability of the crafted item is 99, then the maximum ids it can have compared to a 100+ max durability is 99%.
      • Scale downwards kinda logarithmic where at 90 max durability, maximum ids is 95% and at 10 max durability, max ids is 5% or something like that.
    Say I craft an item with ids that give +1000 hp.
    • If the item has a max durability of 100+, then it's max effectiveness will be +1000 hp and treat the item as it is currently.
      • The effectiveness of the id will still start to go down when the durability goes down to 75% of its max as usual.
    • If the item has a max durability of 99, then it's max effectiveness will be +990 hp even when fully repaired.
      • As the durability goes down (not the max one!), reduce the id's effectiveness linearly as if it had 75% of its max durability like the current system, only this time any loss of durability affects the effectiveness of the id immediately.
    • Continue as max durability goes down.
    This not only solves the problem of overpowered 1/1 durability crafted items with Salted's suggestion, but also still keeps the idea that durability only gets lowered on death. Of course, starting to decrease max effectiveness at 100 durability is too low, but it's a hypothetical example. Possibly implement this starting at 200 durability instead since most good crafted items have at least 150 durability already to balance the power of crafted items.
     
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  8. __Excel

    __Excel i like cats VIP+

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    Ohhhh yes please...

    Right now I never want to use crafted items as main gear, because of how fast the durability can go down. I only use crafted items as XP gear of LB gear, cuz you dont keep them on for too long. This solves the issue of just jumping around in detlas and losing all of your dura, but still makes it harder to use crafted armor for things like boss fights, because you have a chance to die.

    But will it also affect durability if you do /kill?
     
  9. DragonEngineer

    DragonEngineer Famous Adventurer HERO

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    I personally think Durability should only go down if player...
    - Takes damage (For Armour and Accessories)
    - Deals melee damage successfully (not misses) (For Weapon)
    - Cast any spells (regardless of hit or miss) (For Weapon)
    Durability will go down by 1 for each of the above, rather than a chance to go down.
    This means the global durability will probably need to increase.
     
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  10. Take

    Take Rice Smuggler HERO

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    nOOo mY mYtHics
    :c
     
    Last edited: Jun 22, 2019
  11. YoshisWorld

    YoshisWorld Famous Adventurer Media CHAMPION

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    Bump10chars
     
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  12. I_cecubePY

    I_cecubePY Skilled Adventurer

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    I think most low-level players would just stop playing the server or afk in safe places after they have gone to a low SP, that starts dropping equipment on death.
    If everything has a durability, the demand for scraps would drastically increase. With the increasing demand, the market price for scraps and Normal Items would rise straight.
    If it is a part of the next version, people who know this first will accumulate their scraps.
    Therefore, I do not disagree having durability on all items, yet each tier, each level of items should have their unique scraps.
    For Example, Rare- Lv. 50- scrap, that can only repair items Rare or below and Lv50 or below.
    This can prevent people from accumulating the scraps and the destruction on the trade market economy.

    Sorry, I have just gone for too much economics.

    Moreover, the death punishment amendment would be less important for low-level players, as they are not really willing to risk their items for faster grinding.
    Yet I do agree Salted said that it would promote the use of crafted gears, and greatly buff crafted items.

    I think the loss in durability (%) can be proportional to the difference of current SP to 15.
     
  13. brokenmotor

    brokenmotor Well-Known Adventurer HERO

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    You can scrap lv1 potions for 2 scrap each, I think that's what the set price is right now for them.
     
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  14. I_cecubePY

    I_cecubePY Skilled Adventurer

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    But why scraps are sold at $10+ for each at the trading market, while you can get 2 scraps for 2 emeralds? Isn't it ridiculous?
    I think there can be merchants that convert different types of scraps, the Mythic ones, or just sth Unique. Moreover, I think Mythic scraps should have no lv restriction and can be traded for other scraps
     
  15. Locky1110

    Locky1110 Famous Adventurer CHAMPION

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    So would you never drop any identified items on death? Or will the chances be much lower?
    Asking because the "Afk in town problem" bit.
    I also think normal items should have a lot more durability compared to crafted items. I thought the point of durability was to make crafted items balanced, so if a normal item has a lot more durability in comparison, then it balances it out.
    But otherwise, sounds good.
     
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  16. DominikGamer

    DominikGamer Nothing to see here HERO

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    Oh god, please no. I don't want to see my mythic's durability go down... If mythics wouldn't get this mechanic i would be okay with it though
     
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  17. ocu

    ocu penguin gang CHAMPION

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    Regular Items should not have Durability. That is literally the only thing that allows them to be comparable to Crafteds unless they're Mythic.

    Overall, I don't really agree with this. Once you reach higher levels you aren't going to be losing great weapons or anything unless you're stupid and constantly die over and over. This is just an overall detriment.

    An AFK mechanic that flags you as AFK and forces mobs to not attack you would overall be better to counter AFK deaths.
     
  18. JaydonTheWarrior

    JaydonTheWarrior Nerf tanks, buff warrior. HERO

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    Then why would I ever use normal items? If theres no down side to crafted, then only crafted items will ever be used.

    If you only lose durability on death, then this is a none issue.
    repairing in scraping isn't really hard, its mostly just a money sink.

    This reminds me of skyrim, where despite having unquie items, there is no reason for you to ever use them. There worse in everyway to crafted items, so why would I ever use them?
    ________________________________
    I mean, even if normal items have a ton more durability, its not an issue unless I die.
    And seeing as I only use normal items, and I don't die now, having an even stronger set of items won't help that at all.
    Plus, if they have so much more durability then whats the point in giving them durability at all?
     
    Last edited: Jun 22, 2019
  19. dukioooo

    dukioooo Creator of WynnData HERO

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    I think there are better ways to deal with this.... plugins should be able to detect if a player is afk or not, and if he dies while afk it should put the player in the /class screen or something.
    Can't this be fixed just by changing the way certain crafted items lose durability? like they lose durability only when you attack or take damage.
    Yes durability is a main issue for crafted items... they are extremely hard and costly to make (high level) and currently they are often not worth it.
    This scares me. I don't know exactly what the changes to the durability will be.... so I can't really vote any option.

    Overall:
    - Losing items at low skill points is a good mechanic, materials/ingredients being threatened as "misc items" so that you lose them even at 10+ sp should be changed.
    - Going AFK in an unsafe spot and finding yourself with 1sp and 0 items in your inventory is a mechanic that should be changed, the game could detect if you are afk and send you to /class if you go < 10sp or something)
    - Crafted items needs a buff somehow cause right now I don't see a real use for them in the end game. I think the way crafted items lose durability should be changed (exmaple: don't lose durability while walking) and also your item stats should start dropping only at < 100 durability.

    As a last note I would like to share some statistics about usage of crafted items in builds... I released the Crafter on WynnData around a week ago, during this time ~720 crafted items were made and used 1400 times in builds ... in the same period of time 14000 builds were created, so approximately 10% of builds made uses a crafted item.
     
  20. StormKing3

    StormKing3 Famous Adventurer

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    I'll say this much, if durability was added to normal items where you had to scrap literally about 10 legendaries to heal just one, I would leave the game.
     
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