Worst case scenario in EL is this:
1. Buy top end item for lotsa gc's.
2. Item breaks and is gone 2 seconds into the first fight you have.
3. Be sad n mad.
A couple of ways i can see to fix this:
1. Instanced equipment.
With instanced equipment each item can have a 'durability' of 10 (or whatever) and the break rate is the chance to decrement that number when hit. (I know people are already starting to think "repair system" but please don't discuss that here, that's a whole other thread, just operate under the assumption a repair system doesn't exist for now.)
- or -
2. Expansive "used" versions system
Having quite a number of 'used' versions/editions of every piece of gear that can break in combat, with the used versions having the same stats as the original. With this you can better gauge what new piece of equipment you need to buy next and have sitting in your storage because you have some indication of what's more likely to need replacing soon.
So you have like:
- Cutlass Q10
- Cutlass Q9
- Cutlass Q8
- Cutlass Q7
- Cutlass Q6
- Cutlass Q5
- Cutlass Q4
- Cutlass Q3
- Cutlass Q2
- Cutlass Q1
The end result of each system is basically the same regarding breaks, except the Instanced system is much more expandable in regards to having things like "item enchants" and is more elegant than increasing the size of serverside list of items 10 fold.
What do people think? Anyone got any other ideas for a break system? etc.
If anyone is going to start talking about repair systems make sure you first think about the fact that in other games usually 90%+ of the equipment a player is wearing does not come from other players making it, here ALL of it can come from other players making it, this has HUGE impact on what a repair system will do to the economy. Don't be like "just put one in, WoW has it and it's cool".
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NOTE: Implementation of this is more complicated then is seems with the current EL system. Either multiple items for each current items need to be created or a quality/condition system needs to be implemented. In both cases the client and possibly the protocol may need to be changed in order to be able to easily tell them apart in storage or trade. This little change could easily require 200-500 additional storage slots or force the players to get rid of worn/damaged items. The break rates would also need to be increased or the additional steps cause items taking that many times longer to break.
Edited by Learner, 10 October 2012 - 06:56 AM.
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