#11
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Re:Item Durability
Yeah, exactly.
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#12
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Re:Item Durability
Iblis wrote:
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Take solace in the dark, for the light brings truths untold. |
#13
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Re:Item Durability
The only reason this is a bad idea is that the older players would have to actually stop botting long enough to go out and get new eq.
Imagine the whining at that point... As soon as you get an eq set good enough to bot X all day, there is no point in running eq (unless you have the time to market/sell it). I just replied to a 10 week old post! Weeee! -Zq |
#14
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Re:Item Durability
Zqxm wrote:
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What is now proved, was once imagined! |
#15
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Re:Item Durability
I think the next sentence explains it, hehe.
Being able to damage someone else\'s eq would be fun: Let\'s say that any skill/spell that delivers over 1k damage has a chance at damaging the target\'s eq (the piece damaged would be random). If it only took 2 or 3 of these hits to totally destroy the eq, the result of a pfight could be even more meaningful :P You should be able to repair the eq indefinitely at a blacksmith. I am not a fan of normal or SU eq that lasts for a limited time. I always did like the concept of the eq you can buy for RP points, however. -Zq |
#16
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Great idea, make it a couple months, and make repairing it time consuming so that people will just find new eq. Of course, then you may want to up the quantity of mob eq loads/areas that drop eq. I support any idea that drops the botting aspect of this game and rewards people who put time into it. In addition, damaging eq is an intriguing concept. I feel like there may be some way to incorporate ARMOR CLASS into the game if that is implemented. I get annoyed every time I look at my 1k plus armor class that does almost NOTHING. hehe
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Courage is not the absence of fear, it is the strength to do what is right in the face of it. |
#17
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Firstly, any damage that deals 1k damage or less is reduced by 20%(the physical part at least). Don't ask me which part of the damage calculation process that kicks in at. That's just what Nijlo said.
Secondly, I support damaging armour. Make it so if you can put up some crafting components, the repair time goes down(should not be more than 1 Nodekian day though, IMO). Other thoughts: If you have to give the armour to the NPC to repair, then you have to account for reboots. Otherwise, have it kept in inventory(or saved in a new subsection of the player file, like "Undergoing repairs: A Bayeshi Coat of Arms(cracked/dented/broken)") for certain period(24 hours RT tops?) till it's repaired. |
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