theotherjohn
06-08-2004, 01:33 AM
Why we are implementing damage and repair:
The primary reason for the implementation of the damage system is that it will allow us to start introducing more combat items that are the sort considered nice by players without causing balance issues in the combat system. Other benefits include allowing us to add a bit of balance to the economy and potentially expanding the artisan skill system.
How things will get damaged:
Firstly, catastrophic breakage is gone entirely. When a clash occurs, both the items involved will suffer some damage, with the amount of damage they take based on their relative strength and durability. If an attack is evaded entirely, then no clash at all will occur. If the attack is blocked, then the blocking shield will clash with the attacking weapon, including the teeth/claws/fists of creatures. If the attack is parried, then the parrying weapon will clash with the attacking weapon. If the attack actually connects, then the armor the defender is wearing will clash with the attacking weapon.
Damaged items will still perform whatever function they are intended for (e.g. a weapon for damaging whatever is being attacked), but will do so less effectively. There will be limit to how much an item?s functionality can ever be degraded. The preliminary thought on the maximum amount of degradation possible would be dropping 25-30% of the original effectiveness of the item.
We are still gathering data on how often clashes occur for different professions/levels - until we get together what we deem is a large enough database to work with, we won't be able to speculate on how quickly things will degrade, what it will cost to repair them, or if we need to do large-scale revisions of strength and durability numbers.
Ranged weapons:
Bows and crossbows will not clash (unless you're trying to beat a critter with one!), but each time they are fired will lead to a very slight amount of degradation.
Repair:
We're still debating the details, but as a preliminary, we are thinking that items that have been damaged will be able to have most (but not all) of their current damage repaired by either a permanent NPC in each of the towns or by other characters who are sufficiently skilled in the appropriate artisan?s skill. That does mean that eventually, an item that sees a lot of clashes will permanently degrade down to the 70-75% effectiveness range. That does not mean that the item will necessarily be worthless!
If we do go with the artisan skill direction, that will lead to something along the following lines:
Tie-in systems:
Armorers: For both Metal and Leather armors
Woodworking: For both weapons (e.g. runestaves, bows) and shields.
New Materials: New types of leathers and cloth that will offer inherent enchantments and differing strengths and durabilities.
GM Solli
Squares / Semis / Breakage
The primary reason for the implementation of the damage system is that it will allow us to start introducing more combat items that are the sort considered nice by players without causing balance issues in the combat system. Other benefits include allowing us to add a bit of balance to the economy and potentially expanding the artisan skill system.
How things will get damaged:
Firstly, catastrophic breakage is gone entirely. When a clash occurs, both the items involved will suffer some damage, with the amount of damage they take based on their relative strength and durability. If an attack is evaded entirely, then no clash at all will occur. If the attack is blocked, then the blocking shield will clash with the attacking weapon, including the teeth/claws/fists of creatures. If the attack is parried, then the parrying weapon will clash with the attacking weapon. If the attack actually connects, then the armor the defender is wearing will clash with the attacking weapon.
Damaged items will still perform whatever function they are intended for (e.g. a weapon for damaging whatever is being attacked), but will do so less effectively. There will be limit to how much an item?s functionality can ever be degraded. The preliminary thought on the maximum amount of degradation possible would be dropping 25-30% of the original effectiveness of the item.
We are still gathering data on how often clashes occur for different professions/levels - until we get together what we deem is a large enough database to work with, we won't be able to speculate on how quickly things will degrade, what it will cost to repair them, or if we need to do large-scale revisions of strength and durability numbers.
Ranged weapons:
Bows and crossbows will not clash (unless you're trying to beat a critter with one!), but each time they are fired will lead to a very slight amount of degradation.
Repair:
We're still debating the details, but as a preliminary, we are thinking that items that have been damaged will be able to have most (but not all) of their current damage repaired by either a permanent NPC in each of the towns or by other characters who are sufficiently skilled in the appropriate artisan?s skill. That does mean that eventually, an item that sees a lot of clashes will permanently degrade down to the 70-75% effectiveness range. That does not mean that the item will necessarily be worthless!
If we do go with the artisan skill direction, that will lead to something along the following lines:
Tie-in systems:
Armorers: For both Metal and Leather armors
Woodworking: For both weapons (e.g. runestaves, bows) and shields.
New Materials: New types of leathers and cloth that will offer inherent enchantments and differing strengths and durabilities.
GM Solli
Squares / Semis / Breakage