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Author Topic: Durability  (Read 1823 times)
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MysticRat
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« Reply #40 on: January 01, 2007, 06:57:45 PM »

* MysticRat raises his hand

Guilty
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A level a day, keeps the doctor away.
JackHammer
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« Reply #41 on: January 03, 2007, 01:03:41 AM »

lol
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Jessy
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« Reply #42 on: January 03, 2007, 11:48:17 AM »

I dont know if its just me, but I think this whole waiting half an hour thing for items to be repaired is a little harsh on new players, I mean if they log on for the first time and buy the shop items stores, they break and they have no money to repair it..

they have to wait half an hour or longer, I dont know, but it might deter newer players from playing with this new introduced durability
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Jouser
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« Reply #43 on: January 03, 2007, 06:19:58 PM »

I dont know if its just me, but I think this whole waiting half an hour thing for items to be repaired is a little harsh on new players, I mean if they log on for the first time and buy the shop items stores, they break and they have no money to repair it..

they have to wait half an hour or longer, I dont know, but it might deter newer players from playing with this new introduced durability


The items don't lose their durability over night! Hopefully by the time really needs repairing you will have enough money saved up to get it repaired.
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Jon_Deciple
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« Reply #44 on: January 12, 2007, 02:11:07 PM »

unless you severely increased the time it takes the items to get to 50%, i was getting my supers to 50% in about 2 levels... which took maybe an hour if i worked on it.

I think i remember you saying that you modified the calculations... may i suggest you activate (either by releasing a new client or however it works) and allow people to test how long it takes for items to get to 50% durability.
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Jouser
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« Reply #45 on: February 05, 2007, 08:58:27 PM »

Okay here it is.  Since no one wants items to break and be permanently destroyed:

When an item reaches 0 durability it will not be able to be used or will deliver 0 attack.

However, using this model then I think we also need to impose that durability will not affect attack strength:

previous total attack * (durability + (100 - durability)/2 ) / 100


Let me know what everyone thinks.  I want to implement this very soon.  We can't just have items stop working at 0 durability; seems a little to pointless to me.
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Jon_Deciple
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« Reply #46 on: February 05, 2007, 10:28:32 PM »


However, using this model then I think we also need to impose that durability will not affect attack strength:

previous total attack * (durability + (100 - durability)/2 ) / 100


Let me know what everyone thinks.  I want to implement this very soon.  We can't just have items stop working at 0 durability; seems a little to pointless to me.


Ok sounds good that the item doesnt break... I suggest a random chance that it goes to 0 durability, and 0 durability takes at least twice the gold to repair

and what do you mean precious total attack?

Maybe at/after 50% durability, make it

total attack (after calculated for health) * (percent durability left * 2)

that way for every point after 50% durability that is lost, your total attack damage after health goes down 2%

Might make it easier too because a 0 durabilty item would deal no damage, yet you wouldnt need to program anyhting to make it unequip. It would all be done in one formula.

Oh and i think there should be realtime readouts on the main screen of your durability of the item once it gets past 50%, so we can be sure to repair Smiley
« Last Edit: February 05, 2007, 10:36:02 PM by Jon_Deciple » Logged

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