Should armor and weapons have durability?

Post » Tue Jun 12, 2012 11:22 am

Equipment degradation being removed was something I didn't even notice until my second character. Why? Because when it was implemented in previous games, I just repaired my items every time I was in town for some miniscule amount of gold. It never once affected my gameplay beyond me wasting an extra minute at a shop.

It was pointless. It didn't add to immersion, it didn't affect gameplay in any meaningful way, it had no reason to be there.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Tue Jun 12, 2012 11:12 pm

Another thing you could do with degradation is cap smithing improvements to damage and armour rating, and convert any excess into increased durability. You are still improving your weapons and armour, but in a more balanced way than creating one-hit-killers and reaching the armour cap with a few items.
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Tue Jun 12, 2012 7:04 am

Any
Ok, any ideas on how to fix them?
easy they dont break completly they just lose the strength after a while and buy sharpening stones from blacksmith and sharpen at the grindstone. and armor at the table. duration go down slow tho so you dont have to worry about bein in a dungeon and poof low def and weak weps and daedric artifacts dont have durabilty. they made by daedras .
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue Jun 12, 2012 5:50 pm

Equipment degradation being removed was something I didn't even notice until my second character. Why? Because when it was implemented in previous games, I just repaired my items every time I was in town for some miniscule amount of gold. It never once affected my gameplay beyond me wasting an extra minute at a shop.

It was pointless. It didn't add to immersion, it didn't affect gameplay in any meaningful way, it had no reason to be there.

and, that's why you advance the system with creative ideas. you don't abandon it.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Tue Jun 12, 2012 6:57 pm

and, that's why you advance the system with creative ideas. you don't abandon it.
Yeah, that'd be all fine and dandy...if it were a worthwhile system in the first place. Of all the things devs could put their resources into, would you want that thing to be a system that, even at it's best, accomplishes nothing more than annoying the player?
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Tue Jun 12, 2012 9:06 pm

Ugh. please no. carrying hammers and having my weapon being ruined after one fight svcked.
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Tue Jun 12, 2012 5:49 pm

Ugh. please no. carrying hammers and having my weapon being ruined after one fight svcked.
relax there not going to add it it would be nice idea but there not going to. cause of all the milk drinkers out there.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Tue Jun 12, 2012 1:41 pm

Yeah, that'd be all fine and dandy...if it were a worthwhile system in the first place. Of all the things devs could put their resources into, would you want that thing to be a system that, even at it's best, accomplishes nothing more than annoying the player?

do i think having a well-implemented degradation and smithing system in a rpg should be a priority? lol, of course.
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Tue Jun 12, 2012 9:54 pm

they removed the pointless hammer spamming, durability was a pointless thing
Durability was not pointless, but it was ridiculous in it's form.

As previously posted, there is already a system in place which would work perfectly for bringing back (slower) degradation. In order to help prevent abuse of the system (which will happen anyway) repairs should only be available at the forge/smithing wheel, and out of combat. Extending the length of time between level ups of the smithing skill would also be a necessity.
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Tue Jun 12, 2012 12:07 pm


It was pointless. It didn't add to immersion, it didn't affect gameplay in any meaningful way, it had no reason to be there.

Actually it does. One of my favorite RPs is an Antisocial. This character will not talk to NPCs, or do business with them. Because of this, they are forced to use only armor and weapons they find as loot. If they had no repair tools, and the armor or weapon broke, they did without until they found a new one. This character was very challenging because of this.

As a general thing for most characters, it is debatable whether Weapon/Armor Repair adds or detracts from the game. I think it adds to the game.
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Tue Jun 12, 2012 3:10 pm

I didn't like it in Oblivion. Items degraded too fast. It seemed like no time had passed at all and suddenly the condition of my armor and weapons had dropped to under 50%. I used mods to add companions and that made it even worse. You turn around and notice that your follower isn't wearing their armor. So now you have to go find some hammers and hope that they don't break before you get your gear back into decent condition. I was happy to hear that it wouldn't be in Skyrim. I understand that there are people that liked it and I wouldn't be against having an option for it. But for me it was just too much hassle.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Jun 12, 2012 5:09 pm

It would be interesting if you also had visible wear on the weapons and armour.
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Tue Jun 12, 2012 10:51 pm

It would be interesting if you also had visible wear on the weapons and armour.
like dead island where the weps looks all broken up. :banana:
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Tue Jun 12, 2012 7:53 am

100% yes, can't believe they scrapped it.

I think they should change the smithing perks effects to 'be able to craft x armor/weapons and mend/fortify them twice as well', so you can't improve items to the 2x effect you get now, instead you can fortify the durability of the item. As well as removing daedric from the craftable items, stupid that you can forge daedric armor so easily.

I also think they should scrap the fortify smithing and fortify enchanting potions, but let you wear two rings.

Finally have a stamina cost for every melee weapon swing and bow shot, no stamina - no swinging. Have it like magic so you have to have the required stamina to perform the move, so you can't power attack with 1 stamina. Add a 'fortify 1h/2h/archery stamina cost enchantment', possibly instead of the damage enchantments, then cap the maximum cost reduction for magicka and stamina at 85%.

That's what I'd like to see to balance the game anyway.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Tue Jun 12, 2012 9:12 pm

I am glad they got rid of durability. Thank god no durability and no damn identify scrolls or any of the other ridiculous time wasters. I HATE durability and hope it is eliminated from every game on the face of the planet. Hmm where is my scroll of genocide :shocking:
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Tue Jun 12, 2012 11:53 am

I didn't like it in Oblivion. Items degraded too fast. It seemed like no time had passed at all and suddenly the condition of my armor and weapons had dropped to under 50%. I used mods to add companions and that made it even worse. You turn around and notice that your follower isn't wearing their armor. So now you have to go find some hammers and hope that they don't break before you get your gear back into decent condition. I was happy to hear that it wouldn't be in Skyrim. I understand that there are people that liked it and I wouldn't be against having an option for it. But for me it was just too much hassle.

seriously? basic equipment degradation and managing it is a hassle for you, in a rpg?

what you are referring to was a poorly implemented system that can be easily corrected. do you really think it's better to eliminate the entire gameplay mechanic or improve, advance and get creative with it?

these are supposed to be complex rpg's, not, roleplaying sims.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Tue Jun 12, 2012 1:45 pm

I was disappointed when the removed durability from earlier TES games, and created indestructible armor and weapons.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Tue Jun 12, 2012 1:01 pm

Well if I had to choose between durability or being able to create my own arms and armor, I'd choose the latter. A marriage of the two would be fun I think however.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Tue Jun 12, 2012 10:21 pm

Yes, armor and weapons would *eventually* degrade in the real world, but ES doesnt have to be a medieval-style simulation. If it would realistically take weeks for a good blade to show some wear it shouldnt be implemented in the game at all. Good riddance to selecting an armorer hammer in my inventory every 20 minutes in order to have decent equipment
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Tue Jun 12, 2012 9:06 pm

seriously? basic equipment degradation and managing it is a hassle for you, in a rpg?

what you are referring to was a poorly implemented system that can be easily corrected. do you really think it's better to eliminate the entire gameplay mechanic or improve, advance and get creative with it?

these are supposed to be complex rpg's, not, roleplaying sims.

There are so many other interesting things that they could use that time and effort to implement other than a fancy durability system which equates to the same thing regardless of how you wrap it up, banging on your equipment with a hammer or clicking a repair all button somewhere at a vendor. Houses, increased smithing options like creating clothing and staves, more perk trees for increased replayability and builds just to name a few. I place durability with eating and drinking in a game, no thanks.
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Tue Jun 12, 2012 7:21 pm

There are so many other interesting things that they could use that time and effort to implement other than a fancy durability system which equates to the same thing regardless of how you wrap it up, banging on your equipment with a hammer or clicking a repair all button somewhere at a vendor. Houses, increased smithing options like creating clothing and staves, more perk trees for increased replayability and builds just to name a few. I place durability with eating and drinking in a game, no thanks.

like i said earlier: i can't believe equip degradation now needs to be considered a 'hardcoe' elements to certain gamers. as well, that micro-management within a rpg is unwelcome and tedious.

also, that people use the argument that they would rather that gamesas work on more 'important' areas of the game, instead, of improving, advancing and getting more creative with all of them.
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Tue Jun 12, 2012 6:05 pm

seriously? basic equipment degradation and managing it is a hassle for you, in a rpg?

what you are referring to was a poorly implemented system that can be easily corrected. do you really think it's better to eliminate the entire gameplay mechanic or improve, advance and get creative with it?

these are supposed to be complex rpg's, not, roleplaying sims.
Don't get me wrong, I never like to see something eliminated entirely. I was simply stating that I didn't like how it was in Oblivion, and was glad that I wouldn't have to deal with it in Skyrim. I would like to see an improved version. In fact all they would have to do in Skyrim is make your armor and weapons not wear down so quickly and it would be a lot better than how it was in Oblivion.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Tue Jun 12, 2012 8:18 am

I'm struggling to understand why degradation & the repairing of equipment is viewed as being a time waster & annoyance in a game that strives to be as immersive as possible, It just makes sense that in a game such as Skyrim with it's breadth of playstyles & combat dynamics you surely have to perform maintenance on your equipment, That's about as immersive as it gets & as close to being realistic as you can get in a fantasy setting.

Dragons are an annoyance to me, I'm not advocating that we get rid of them, As are the town guards at the gate, I don't want them to go either, Todd might have considered spell making to be an annoyance & look what happened;)
For a huge open world game with the possibility of thousands of happy hours, I absolutely fail to understand why people view a few minutes work with a hammer as being an annoyance which needs to be removed, Or unimmersive.

There needs to be a system in place for steady degradation, Nowhere near as harsh as Oblivions but something believable & easy to implement, it might take the heat off of smithing & give you a sense of pride in reaching a skill of 100 rather than a sense of shame that you made the game too easy.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Tue Jun 12, 2012 1:06 pm

Simple. You don't get points for making repairs. Not that hard to figure out.

Either that or you get a very small percentage of a point, like you get a very small advancement in lockpicking from breakign a pick or alchemy for eating an ingredient.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Tue Jun 12, 2012 11:40 am

Don't get me wrong, I never like to see something eliminated entirely. I was simply stating that I didn't like how it was in Oblivion, and was glad that I wouldn't have to deal with it in Skyrim. I would like to see an improved version. In fact all they would have to do in Skyrim is make your armor and weapons not wear down so quickly and it would be a lot better than how it was in Oblivion.

and, you did say that in your post. i did notice that, lol.

i guess it's just becoming painfully obvious that skyrim has created a clear divide in the rpg genre: those that love the roleplaying sim-ness of skyrim and can overlook its glaring faults over the character-based rpg mechanics of the past that many of us want back.

personally, i feel all rpg's need to advance the gameplay mechanics and continue to be creative, while, adhering to a rpg-character based gameplay having top priority over player skill-based gameplay.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

PreviousNext

Return to V - Skyrim