Dismiss Notice
This Section is READ ONLY - All Posts Are Archived

A thought on durability

Discussion in 'Release 41 Dev+ Feedback Forum' started by liz_the_wiz, Apr 26, 2017.

Thread Status:
Not open for further replies.
  1. liz_the_wiz

    liz_the_wiz Avatar

    Messages:
    1,365
    Likes Received:
    2,033
    Trophy Points:
    113
    Gender:
    Female
    In the real world we all know that gold and silver are almost malleable by hand, hence your gold whatever is only so much carat gold because its a lower percentage to make it not just squish.. we also know that we have to make some objects out of certain materials for durability.. if you covered your couch in extra fine silk, your fat butt sitting on it would wear through it in hours, and for some of us larger people we'd probably sit on it and rip it first go! so we use special sturdy well made stuff to make it last longer, we can have leather and as long as we tend to it, it will last even longer..

    Why should not the same apply to our armour?

    cloth armour, is more fragile, a good poke with a sword would poke holes in it, leather would be more study, but still more fragile than chain and again then to plate.. same with materials, copper is a softer metal, so would damage more easily than iron, and so on.

    Can we not add this as a more immersive durability in the game?
     
    Chatele, uhop and Vladamir Begemot like this.
  2. Vladamir Begemot

    Vladamir Begemot Avatar

    Messages:
    6,194
    Likes Received:
    12,076
    Trophy Points:
    153
    Gender:
    Male
    Don't forget Hard Maple. Very hard. The hardest in the world. Very durable. Has all the durabilities.
     
    Chatele likes this.
  3. liz_the_wiz

    liz_the_wiz Avatar

    Messages:
    1,365
    Likes Received:
    2,033
    Trophy Points:
    113
    Gender:
    Female
    but thats the point isnt it? the right thing has more durability, so for bows, it maybe hard as, but it may not be as flexible, but it would last more.. so maybe wouldnt make the quickest bows, but would make the longest lasting..
     
    uhop and Vladamir Begemot like this.
  4. Vladamir Begemot

    Vladamir Begemot Avatar

    Messages:
    6,194
    Likes Received:
    12,076
    Trophy Points:
    153
    Gender:
    Male
    Yes, I'm just saying don't forget the bows ;)
     
  5. Bowen Bloodgood

    Bowen Bloodgood Avatar

    Messages:
    13,289
    Likes Received:
    23,380
    Trophy Points:
    165
    Gender:
    Male
    Location:
    Caer Dracwych
    That level of realism has a lot of implications that are much more expensive to deal with. For example.. If cloth was far less durable.. you would need cotton to be readily available to make more new cloth to compensate. But you'd also have to have different calculations for durability loss.. are you getting hit with a sword? Is it a slashing blow? Is it a piercing blow? Are you getting hit with a fireball vs an obsidian arrow? and so forth as all of which wear on the cloth differently. And that's just one material.

    Just how details do you want to take it and where is the threshold where you gain or lose fun?
     
    Chatele and Alley Oop like this.
  6. Vladamir Begemot

    Vladamir Begemot Avatar

    Messages:
    6,194
    Likes Received:
    12,076
    Trophy Points:
    153
    Gender:
    Male
    From what the loading tips say, flame attacks already do less damage to players in metal than in cloth armor. Is that level of detail less fun?
     
    Chatele likes this.
  7. Bowen Bloodgood

    Bowen Bloodgood Avatar

    Messages:
    13,289
    Likes Received:
    23,380
    Trophy Points:
    165
    Gender:
    Male
    Location:
    Caer Dracwych
    That's not damage to armor.. that's damage to the individual in it. Apples and oranges.. we're talking gear durability based on material type AND damage types here. But if you're going to consider damage types than consider the simplistic physical damage. It's just damage.. it's not even slash, bludgeon and pierce..

    Besides.. at what point did I say it was a bad thing? All I did was raise the question that any dev would raise. How far do you take it? How worth it is it compared to how much work it's going to be to implement that level of complexity? (And we're not considering the team size, budget or other priorities here). It's not just game balance to consider.. but development effort vs fun. Or in other words.. how many will enjoy that level of complexity? vs how many won't care or will find it troublesome?
     
  8. Vladamir Begemot

    Vladamir Begemot Avatar

    Messages:
    6,194
    Likes Received:
    12,076
    Trophy Points:
    153
    Gender:
    Male
    Well, you have certainly added a LOT of extra complexity on top of material type. Slash Bludgeon Pierce is 3 more dimensions.

    What if we just start with material type, and see how it goes from there? Meteoric Iron vs. cloth. I can see the point in having the Meteoric taking a lot longer to degrade.
     
  9. Bowen Bloodgood

    Bowen Bloodgood Avatar

    Messages:
    13,289
    Likes Received:
    23,380
    Trophy Points:
    165
    Gender:
    Male
    Location:
    Caer Dracwych
    Depends how you look at it. I only mention damage types because of..

    would be piercing damage.. Where as your typical mace wouldn't do as much damage.. but would crush heavier armor and if you were doing durability by material then you'd want that kind of balance.. otherwise more people would feel forced to wear heavier armor
     
  10. uhop

    uhop Avatar

    Messages:
    237
    Likes Received:
    400
    Trophy Points:
    18
    Assuming that one poke would not do huge damage, we can average over a mix of possible types of pokes, and use this average counting strikes, but ignoring their actual type. I suspect this is an additive model, which is already in use by devs. Now, how realistic are coefficients --- I don't know. Maybe a tweaking is in order.
     
Thread Status:
Not open for further replies.