Item Effect Degredation - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Item Effect Degredation (/showthread.php?tid=10383) Pages:
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Item Effect Degredation - sirtrex - 07-14-2023 When i'm talking about weapon degradation. I'm not talking about breath of the wild style items disintegrating after x number of uses. I think it would be cool if item effects such as sharp, deadly, heavy etc. Have a chance to be lost overtime as a weapon is used. Either when its durability goes too low or a player "dies". Right now a player can get a set of gear perfect, but aside from repairing its durability every now and then its set in stone. Allowing Items Effects to degrade overtime would give more work for toolmakers and other craftsmen to create more RP opportunities, and act as a sink for Murai to prevent inflation. Similar things could happen for other things that impact an items traits. Items that were transmuted into another material could slowly return back to their original material. Enchantments could lose power or disappear overtime. What are your thoughts? RE: Item Effect Degredation - Pyro - 07-14-2023 I'd be down for something like this if the materials for weapon qualities became more common. There's a reason they're very very expensive on places like mainland, especially with the addition of Korvara's crystal terminal stuff costing the same materials. RE: Item Effect Degredation - Autumn - 07-14-2023 I already have enough issues getting mindstars, I don't think this is actually a good idea, having dabbled in toolmaking quite a bit, its hard to constantly churn out the enhancements, let alone make enough for everyone's maintenances. RE: Item Effect Degredation - i/o - 07-14-2023 i really, really don't see what this would add besides pure tedium. I'm never in favor of adding more meters to babysit. It's not a meaningful RP opportunity to run up to your faction's one or two designated toolmakers to go "sharpen???" and then walk away when you're done, which is all that would become. it's shallow busywork, not real development. RE: Item Effect Degredation - Trexmaster - 07-14-2023 We do need some sort of murai sink eventually but this ain't it. All it would do is hurt people immensely who don't have a network of all the resources they could ever want. Ideally a new murai sink would have us doing something other than grinding the same mobs in perpetuity and giving us something as opposed to trying to keep what we already have. RE: Item Effect Degredation - Poruku - 07-15-2023 This ain't it chief RE: Item Effect Degredation - sirtrex - 07-15-2023 How about if repairs to equipment that was previously upgraded cost less, or no materials. Just a murai fee? RE: Item Effect Degredation - Poruku - 07-15-2023 That would probably be fine, but I don't think it would do anything positive for the game either. Murai sinks need to hit the top end more than the low end. If you slap a restrictive system on the entire playerbase, the rich will be unaffected and the poor will suffer RE: Item Effect Degredation - ThatOneMaggot - 07-15-2023 I'm just gonna come out of lurking to say this isn't a bad idea on it's own, item degradation or item erasure in order to implement a money sink can in fact be a very beneficial option. The issue is that with SL2's current design, implementing it can be rather rough and probably upset quite a few people. I'll give you credit on trying to tie it to dying/ko's or losing durability which is more controllable and thus making it far more manageable, but that has it's own slew of potential problems. I'm going to put a more detailed deconstruction on why this is my view point here, but I feel it could be seen as harsh, and it's a bit long. So feel free to skip to the tl;dr. So, tl;dr: All three types of implementations encourage behavior that can overall degrade the game experience if used in the current system. Pardon the pun. So it'll probably just be regarded as a very bad move and make people angry. While also not getting the intended experience of being a effective money sink. To be fair, figuring out a proper money sink mechanic that has minimal issues for SL2, Korvara or G6. Is pretty dang tough, so I'll at least praise the death/ko version on probably being the most reasonable of the bunch implementation-wise. But someone could probably spot even more issues that I didn't notice. The important thing when trying to implement one I feel is to make sure it doesn't discourage the player from engaging with the mechanic, rather then encourage behavior that avoids said mechanic. A good example of this would be NPC shop only components for something temporary but beneficial. RE: Item Effect Degredation - Snake - 07-15-2023 Good money sinks are for things that make you wish to spend money without having to spend it. In this case, I'd see this being more a case of spending Murai alone to keep your weapon top-shaped at all times, as this 'buff' would go away over time. Sort of like Hikari's Blessings, but more frequent. |