Cyberkilla

Admin

Total Posts: 5,982
Online Status: Offline
Sat Nov 14 13:45:45 EST 2020

I've mentioned this before, but as I'm in the process of wiring something up, it'd be good to get some feedback on this.

The crux of it is, items will be able to take on damage with use, which will affect their performance and require periodic repair.

Reasons for this:
  • Gives us another use for Credits.
  • Makes it possible to wear people down if they aren't looking after their equipment, which might be interesting (the pace of this will be gradual though, you won't be able to destroy someone's items in a few hours).
  • People that attack excessively will need to make sure they have items that are high durability, and keep them in reasonable condition.
  • Opens the door for skills that can improve/worsen the rate of damage taken.
The mechanism so far (feedback welcome):
  • Every item has a max durability attribute, which is the maximum you can repair it to.
  • Every item has a current durability attribute (awful name, may change), which is the current damage status.
  • Whenever you are involved in an attack, the items you have equipped will take a small amount of damage.
  • You can repair this with Credits, probably on a Repair Items page unless someone has a fancier idea.
  • Each time an item's damage drops below a threshold, a portion of its attributes are deducted.
    • There'll probably be 10 steps to this, so each 10% of damage has an impact.
    • Once it reaches 0%, the item has no effect at all, until repaired.
    • The cost of repair should probably be higher the worse you let the item fall into disrepair, and cheaper to keep them topped up within the first 20% of damage.
Any thoughts on this?

Some things I'm not clear on yet:
  • How to apply the damage... does every equipped item take X points of damage, or is it a small random amount; does only one random item take damage per attack, or just apply it uniformly?
    • Decided that all should take damage, something like 10 points of damage, 20 if you lose. Means we can have skills that increase/reduce it, whereas if it just took 1 point, we couldn't do that.
  • How to decide how durable existing items are... probably just based on quality, but would be nice to add as a thing you could configure when making an item.
  • Need to decide how many attacks this will equate to before 0% durability of a typical item. Some stupidly overpowered items could be very flimsy and high-maintenance, but normal stuff should be good for a decent number of attacks. We can tune this as we go though, we don't need to get it right first time.


Invisible War ][
Edited 1 time(s). Last edited by Cyberkilla @ Sat Nov 14 13:52:37 EST 2020

Aurum KodEXo

Mod

Total Posts: 2,573
Online Status: Online
Sat Nov 14 17:55:50 EST 2020

I think each item just rolls for a chance (which then could be lowered by skillz) of getting damaged every attack/raid.


¯\_(ツ)_/¯

Cyberkilla

Admin

Total Posts: 5,982
Online Status: Offline
Sun Nov 15 10:43:55 EST 2020

Quote from Aurum KodEXo
I think each item just rolls for a chance (which then could be lowered by skillz) of getting damaged every attack/raid.



Yeah, I think that's probably the easiest first attempt at this. Some may be annoyed, but I think it's an interesting game mechanic and it makes items a bit more tangible and something you have to take care of.

It'll be even more incentivised after we globally bump their stats.



Invisible War ][

Dythark

Half Mod

Total Posts: 402
Online Status: Online
Sun Nov 15 14:40:22 EST 2020

It could also be that different types of attacks could affect durability differently. Like say, attacking regular npcs would cause a negligible amount of durability loss so you wouldn't really see any damage until you start hitting 1000+ attacks between repairs. Attacking players would cause a higher amount of loss per attack, same with guild and boss npc raids, especially when losing said attacks.



Cyberkilla

Admin

Total Posts: 5,982
Online Status: Offline
Sun Nov 15 14:46:20 EST 2020

Quote from Terry Jeffords
It could also be that different types of attacks could affect durability differently. Like say, attacking regular npcs would cause a negligible amount of durability loss so you wouldn't really see any damage until you start hitting 1000+ attacks between repairs. Attacking players would cause a higher amount of loss per attack, same with guild and boss npc raids, especially when losing said attacks.


Sounds reasonable Also, higher gains/danger could correspond to higher chance of worse damage.

I think this is enough to go on for now, thank you both for the feedback.

Main problem is figuring out how to add this to the item system without too much collateral damage. Item attribs are cached per instance, so that I don't have to recalculate their current state every time I use them.


Invisible War ][

Dekcah

Half Mod

Total Posts: 337
Online Status: Offline
Sun Nov 15 20:48:23 EST 2020

I would have hidden and weapon take on attack damage. Have the rest take on defense damage. Each attack leaves the person giving out so many attack points and taking in the opposition attack points, which would be defense points. I would then use some kind of multiplier based on the level of the person being attacked. So if I attack JD and he deals 1,000 to kill me it would damage my items a lot more than if I attacked someone my own level that did 1,000 and killed me.

I agree that NPC's should do a LOT less damage since they don't have the armor or weapons equipped that we do. Though this could get interesting if you have boss NPC's that have armor. 

[Edit]

I would just call it the "Item Quality" and have it a percentage rating (in the database use a few decimal points to keep track but round in the display the user sees). You may then have categories 90-100% is "new" 70-90 is good or fair, 50-70 used, 10-40 busted, below 10 is useless.


Edited 1 time(s). Last edited by Dekcah @ Sun Nov 15 20:51:52 EST 2020