Posted October 30, 2012
I don't have an issue with armor and weapon degradation in principle, but it's invariably implemented horribly and adds nothing to the game, just acting as pointless busywork. The most common problem is that it occurs far too fast, typically meaning that after every few fights you have to stop and get your equipment back into good shape. The other major problem is that it doesn't add anything- it just means you either need to run to a vendor a plunk down gold on a regular basis, or you need to carry around a stack of some repair item to use every few battles.
It could potentially be interesting, especially if combined with a good crafting system. For instance, having weapons and armor composed of various discrete components, each of which degrades independently (and determined by the strength of the blow that struck you and where it struck you), and which can also be disassembled and mixed-and-matched into new armors. Meaning that as parts of your armor wear out you could either repair those pieces, or swap in new pieces that you found or scavenged from other pieces of armor, thus both repairing and upgrading your armor at the same time. Add in various advantages and disadvantages to each component and you could simultaneously have both an in-depth crafting system and an armor degradation system that actually adds something to the game all rolled into a single game mechanic. Not that I every expect to see something like this.
It could potentially be interesting, especially if combined with a good crafting system. For instance, having weapons and armor composed of various discrete components, each of which degrades independently (and determined by the strength of the blow that struck you and where it struck you), and which can also be disassembled and mixed-and-matched into new armors. Meaning that as parts of your armor wear out you could either repair those pieces, or swap in new pieces that you found or scavenged from other pieces of armor, thus both repairing and upgrading your armor at the same time. Add in various advantages and disadvantages to each component and you could simultaneously have both an in-depth crafting system and an armor degradation system that actually adds something to the game all rolled into a single game mechanic. Not that I every expect to see something like this.