Posted March 10, 2017
This is a bit of a hot topic as a highly discussed game has breakable weapons that last about 3 swings before crumbling into dust. This a durability system I don't like.
The sort of durability I prefer is more along the lines of a 3 phase system.
Normal: This means your weapon is functioning normally and any special effects or statuses associated with it are granted. Repairs cheap.
Damaged: The weapon has become cracked, damaged, or otherwise impaired. Magic effects, stats granted, and such are no longer granted. Repairs inexpensive but increasing as it heads towards the final phase. (Yes, just like Diablo.)
Broken: The weapon at some major point has broken, and needs to be reforged with new material or scrapped for materials. Expensive and time-consuming, but you shouldn't have let the weapon get to this state.
I realize the system I just described is more hypothetical than anything, and actually I prefer not having to deal with durability at all. Rather, i'd rather have a system where weapons are situational, and trying to stab a lizard man to death with a wooden club simply won't work.
See, the popular game has durability akin to ammo, except there's no way to "reload" a weapon, so instead it is expected that you dispose of them, and never get attached to something like a warhammer you killed 400 elves with and named in Dwarf Fortress.
But how do you prefer your durability?
The sort of durability I prefer is more along the lines of a 3 phase system.
Normal: This means your weapon is functioning normally and any special effects or statuses associated with it are granted. Repairs cheap.
Damaged: The weapon has become cracked, damaged, or otherwise impaired. Magic effects, stats granted, and such are no longer granted. Repairs inexpensive but increasing as it heads towards the final phase. (Yes, just like Diablo.)
Broken: The weapon at some major point has broken, and needs to be reforged with new material or scrapped for materials. Expensive and time-consuming, but you shouldn't have let the weapon get to this state.
I realize the system I just described is more hypothetical than anything, and actually I prefer not having to deal with durability at all. Rather, i'd rather have a system where weapons are situational, and trying to stab a lizard man to death with a wooden club simply won't work.
See, the popular game has durability akin to ammo, except there's no way to "reload" a weapon, so instead it is expected that you dispose of them, and never get attached to something like a warhammer you killed 400 elves with and named in Dwarf Fortress.
But how do you prefer your durability?