Dlorak
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« on: December 07, 2006, 05:53:57 PM » |
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Durability is a great goldsink.
How about: You repair in the armory. The cost of repair for wepons: rarelevel*(total mods + #) (super's rarelevel = 25? 50?) cost of repair for armor: rarelevel*(totalmods + #*3) (rarelevel = 0 for basic items?)
Assuming items have 100 durability Wepon/armor durability has a chance to go down on each attack/hit taken. 1/1000 chance. ( avg 100k attacks before repair)
Once an item hits zero durability you can repair it, but it will no longer provide its #. Mods will still be goin'.
Mages are fine on armor durability, but with wepon durability they need to have a different paradigm... Any ideas?
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Hitme
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« Reply #1 on: December 07, 2006, 06:13:41 PM » |
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maybe like durability on the casting/ same with durability when you attack with a weapon, but use it when mages use magic, kinda like casting power, so many casts then you have to go and "remagic" it..... Cant remember the word for it heh.
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« Last Edit: December 07, 2006, 06:16:41 PM by Hitme »
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[12:50:36 AM] JackHammer just got romped by hitme [1:19:19 PM] PK TOURNAMENT FINISHED [1:19:19 PM] RESULTS OF THE PK TOURNAMENT: (1) killer[113], (2) kyoko[105], and (3) Brown_Mage[86]
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AcesJaes
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« Reply #2 on: December 07, 2006, 06:18:38 PM » |
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Dunno what we could do about the mage thing, but I think it's a great idea. A warning when your weapon/armor durability is low would be nice.
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Mukan
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« Reply #3 on: December 07, 2006, 06:22:34 PM » |
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I think you should just make the durability drop a lot quicker than that, say once ever 10k fights, or maybe even less.
BUT
Don't make it harm the item in anyway, just have it repaired and it's good as new. Even if regular rares lost a little # every repair, that would be fine, but I think it's a bit extreme to have the # on supers drop every repair, they ARE supers afterall.
Also, make regular items have a rarelevel of 1. 0 multiplication is always 0.
One other thing, the cost of repair should be in the millions for supers, and even level 8 rares. It should be a large goldsink to keep your items useable, because with supers, making millions is extremely easy. It costs just over 200,000 to repair a HoN, I think it should be atleast 2 million every 10k or so fights. I know on the character I've been levelling with a JoR, he has MAYBE 10,000 fights and has probably made well over 30 million.
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« Last Edit: December 07, 2006, 06:29:20 PM by Mukan »
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Gorbjal Gorbjin Forthain
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kyoko
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« Reply #4 on: December 07, 2006, 06:47:00 PM » |
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I'd love to see this. I hear when people hustle the market, it's a sign of a good economy 
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Dlorak
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« Reply #5 on: December 07, 2006, 10:14:26 PM » |
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How bout mages without an equiped wepon or with a 0 durability wepon get 1/2 dmg? Every spell has the same 1/1000 chance for decay? is that fair to fighters who certainly have to attack more often?
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Hitme
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« Reply #6 on: December 07, 2006, 10:16:20 PM » |
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yea, it seems fine to me, I like this idea lol
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[12:50:36 AM] JackHammer just got romped by hitme [1:19:19 PM] PK TOURNAMENT FINISHED [1:19:19 PM] RESULTS OF THE PK TOURNAMENT: (1) killer[113], (2) kyoko[105], and (3) Brown_Mage[86]
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Jon_Deciple
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« Reply #7 on: December 07, 2006, 10:35:07 PM » |
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edited out because im an idoit.
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« Last Edit: January 12, 2007, 02:12:16 PM by Jon_Deciple »
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AcesJaes
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« Reply #8 on: December 08, 2006, 07:01:38 AM » |
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How bout mages without an equiped wepon or with a 0 durability wepon get 1/2 dmg? Every spell has the same 1/1000 chance for decay? is that fair to fighters who certainly have to attack more often?
I have to attack a lot with Sandstorm to kill those little 10.5k away from town monsters in Noslin, dunno how many you guys have to.
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Hitme
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« Reply #9 on: December 08, 2006, 01:48:02 PM » |
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Think if a fighter was your level, now think how much he has to hit a mob
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[12:50:36 AM] JackHammer just got romped by hitme [1:19:19 PM] PK TOURNAMENT FINISHED [1:19:19 PM] RESULTS OF THE PK TOURNAMENT: (1) killer[113], (2) kyoko[105], and (3) Brown_Mage[86]
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AcesJaes
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« Reply #10 on: December 08, 2006, 03:57:14 PM » |
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lol I know it'd probably be higher, but think of the spells that are designed for rapid shots, the ones that don't do as much damage, but get multi-hits or take less MP. There should be different chances of the weapon degrading for different spells.
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Hitme
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« Reply #11 on: December 08, 2006, 07:12:56 PM » |
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yea, but im thinking that would be alot of coding lol. that would be cool tho 
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[12:50:36 AM] JackHammer just got romped by hitme [1:19:19 PM] PK TOURNAMENT FINISHED [1:19:19 PM] RESULTS OF THE PK TOURNAMENT: (1) killer[113], (2) kyoko[105], and (3) Brown_Mage[86]
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Jon_Deciple
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« Reply #12 on: December 09, 2006, 11:54:18 AM » |
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ok mages still use their weapons to attack with, they just attack with spells. If they had no weapon, their power would be lessened, right? like, whats a wizard without a wand? or with a broken wand? nothing! If a weapon is durability 0, the weapon should not work. thats my opinion. If an armor has a dirability of 0, then the wearer should be taking huge hits, as if they had no armor on. 0 durability = same as no item.
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AcesJaes
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« Reply #13 on: December 09, 2006, 12:16:05 PM » |
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That has nothing to do with what I said.
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Jon_Deciple
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« Reply #14 on: December 09, 2006, 12:37:26 PM » |
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How bout mages without an equiped wepon or with a 0 durability wepon get 1/2 dmg? Every spell has the same 1/1000 chance for decay? is that fair to fighters who certainly have to attack more often?
that is what i was referring to... maybe i should have been more specific. And as to the "lot of coding", if quest is to be fixed, and mages and fighters would be on a more equil playing feild, im for it. Even if it means i gotta pitch in as much as i can. And im not the only one who feels this way, im sure.
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Hitme
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« Reply #15 on: December 09, 2006, 01:23:37 PM » |
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you arent, I feel the same way, but for now idk if we want a whole new system, I want to start little, and get better and better, starting too big creates problems.
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[12:50:36 AM] JackHammer just got romped by hitme [1:19:19 PM] PK TOURNAMENT FINISHED [1:19:19 PM] RESULTS OF THE PK TOURNAMENT: (1) killer[113], (2) kyoko[105], and (3) Brown_Mage[86]
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Jon_Deciple
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« Reply #16 on: December 09, 2006, 03:01:59 PM » |
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well this game soo far has been advancing little by little. And its at the point where everything that has been added is sort of piled on. like a pile of rocks. We can make a much better pile if we start over, pick rocks that fit together, and build a solid structure. sort of a bad analagy, but i think you get what im talkinga bout. Mages and fighters have been grossly out fo sync for a long time now, and if we can find a system that should work, we can get it implimented and start with a fresh, solid version, as opposed to adding to the weak and crumbling structure we have now. Not that what we have now is not good, it just needs to be restructured to work better.
man that could have used a paragraph or two. Oh well, i got work to do too, you know.
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Dlorak
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« Reply #17 on: December 09, 2006, 11:46:40 PM » |
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@Jon... we're talking bout adding durability. Rome wasn't built in one day. 'starting over' isn't how it works. Changes are made on quest's framework within reason and what we wanna see changed the most. ok mages still use their weapons to attack with, they just attack with spells. If they had no weapon, their power would be lessened, right? like, whats a wizard without a wand? or with a broken wand? nothing! If a weapon is durability 0, the weapon should not work. thats my opinion. If an armor has a dirability of 0, then the wearer should be taking huge hits, as if they had no armor on. 0 durability = same as no item.
I said: "How bout mages without an equiped wepon or with a 0 durability wepon get 1/2 dmg?" and: "Once an item hits zero durability you can repair it, but it will no longer provide its #. Mods will still be goin'." Whaddya think about those points?
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SirJ00
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« Reply #18 on: December 11, 2006, 08:32:39 PM » |
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but... let me get this straight... i read on the main part of the website that if a weapon has below 50 durability it has an X amount of chance to break.... that isn't right...
I like your idea better... where if it hits 0 it no longer does full damage... but you can repair it and make it normal again but then noone would care until there item had to be repaired which is at 0 durability..... maybe make a normal repair cost...
500k and a 0 durability repair cost about 10mil? that way people would pay more attention to their items and their durability.... but i would really hate if my item had 50 durability left and my BloN all of a sudden broke.... i would pretty much up and quit the game... i've lost 4 supers already... an extra nossy on the side would push it too far
Also.... you know how on other games some items are considered Indestructible.... maybe nossies could be indestructible.... because to someone who trains in nossy... 500k wouldn't be anything... maybe 10 minutes of training...
What i am really trying to get across is.... i don't want items to break... please talk some sense into Jouser <.<
PLEASE Dlorak Sincerely, Blade
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Bear05
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« Reply #19 on: December 11, 2006, 08:46:02 PM » |
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i agree with blade and would like to add one thing:
whatever the degradation ratio is worked out to it should be sliding, shop itens degrade faster than lvl3 whic break down faster than lvl8s which break down faster than supers.
better weapons are better for a reason, just like a *oN is at least 3times better than a regular rare counterpart it should last at least 3x as long.
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[7:14:17 PM] JackHammer has just been ruthlessly killed by Bear05.
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