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Item DegredationFollow

#1 Jul 23 2010 at 8:38 AM Rating: Decent
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134 posts
Anyone know how this works. Does your gear condition get worse only when you die, or slowly from use? Do you become less effective as your gear degrades, or are you fully effective until your gear is broken. For example... if you have a sword at 100% condition, and the condition degrades to 0%... does the sword gradually do less damage as the condition degrades, or is it fully effective until 0% when you just can't use it anymore?

I hope gear doesn't lose effectiveness as it degrades, otherwise players will feel like they have to repair their gear the instant it's not at 100% condition anymore. Especially tanks, or when doing difficult encounters (BCNM/Mission/Raid/etc). I think it would be better if the gear is fully effective until it breaks, and then you have to repair it before you can even use it.

I hope all that makes sense.
#2 Jul 23 2010 at 9:02 AM Rating: Good
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2,120 posts
I got nothing besides speculation and I hadn't thought about this much yet. I dig the realism if it affects your performance over time...that would suck if it got out of control though. Maybe if the effect was only noticed if you really neglected your gear? Would be interesting if crafters could make inferior equipment on purpose though...like the opposite of HQing. So you'll need their repair services sooner, no one's greedy like that though right?

While I'm thinking about it, this topic takes me back to Tamriel...a lot of stuff about this game keeps making me think of Oblivion. Gear degradation, the armoury system in some ways, somewhere on the ffxiv site it says "Trust the 12" and that always makes me think of the 9 divines...or maybe I played that game too much...

Edited, Jul 23rd 2010 11:02am by TwistedOwl
#3 Jul 23 2010 at 9:02 AM Rating: Default
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602 posts
In D & D if your weapon or armor gets to 0% you cannot equip it. I'm pretty sure thats how it will work. They also may have it if it gets to a certain percent the damage may go down. They also said if you have an NPC fix your weapon/Armor it will only go to 50% and if you have a crafter ( a fellow player ) fix it it will go to 100%.

I'm wonerding if the weaver will fix cloth items? The black smith will fix only weapons amd the Armorer will fix metal armor and so on, Besides what ever thay can craft.


EDIT: In FFXIV you must always have a weapon equiped. So safe to say the damage percent will go way down.

Edited, Jul 23rd 2010 11:06am by Frebaut
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#4 Jul 23 2010 at 9:03 AM Rating: Good
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87 posts
I'm thinking it's mostly speculation right now, but I'm more than happy to share what little I know and my thoughts.

From what I understand, the degredation occurs upon each use of the item; per hit with a sword or every time the armor is hit. I'm guessing what happeneds is everytime a strike is made, there's a percentage chance of damage. The percentage chance and damage done would probably be a combination of the item's "level", the skill of the user, and the enemy/attack type.

For example, you may be well skilled and using a high-end armor, but there may be monsters that specilize in crushing armor. I guess what I'm trying to say is there are probably more than a few factors involved in calculating item damaging.

I'm also under the impression that the item in question will degrade in effectivness as it's..er...hp decreases. The decrease in effectivness shouldn't be too noticable though. I've really nothing to back this up than a gut feeling. I'll look around some and see if I can find something I can site to determine one way or the other.

Very good topic by the way.
#5 Jul 23 2010 at 12:46 PM Rating: Decent
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155 posts
I'm hoping that it's not scaled to each single % as then you'd be keeping tabs a bit too much. Instead I would hope that they'd reduce damage at set % (sort of like monster hunter sharpness) or when it hits zero (like WoW).

I do remember hearing that NPC wouldn't repair to max though which is good as it encourages player interaction, I just hope players don't get greedy though.

Would be interesting to see if they need mats to repair though and if it scales with the equipment. Again the danger being players charging outrageous prices. We'll see.
#6 Jul 23 2010 at 12:50 PM Rating: Default
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209 posts
Quote:
I do remember hearing that NPC wouldn't repair to max though which is good as it encourages player interaction, I just hope players don't get greedy though.
I can asure you that players are going to be greedy, its human nature!
#7 Jul 23 2010 at 1:22 PM Rating: Decent
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155 posts
Well I hope not!
I wanted to be something other than a blacksmith this time but if it means helping people out then so be it.

I guess I should have said hopefully they're not too greedy.
#8 Jul 23 2010 at 2:01 PM Rating: Decent
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134 posts
I really don't like the idea of the weapon/gear slowly getting worse just from using it. I'm sure I'll be one of those guys that has to repair his stuff whenever it gets below like 90% effectiveness. Worse, if you can inspect other players and see their armor condition, you may get denied from groups because your gear isn't fully repaired. Of course, it depends how the effectiveness scales with condition, and how easy or hard it is to repairs your gear.

If the scaling is linear... that is if your sword is at 43% condition it is only 43% as effective as it would be in pristine condition, I would definitely hate running around with less than 90% condition on my gear. Even at 99% I would feel gimp.

Anyway... I guess they are using color codes to display the condition of your gear... not a % number (like black is broken). I just wish/hope gear doesn't lose effectiveness until it's broken, but from the little bit I've heard, that doesn't seem to be the case. I suppose I'll have to deal with wanting to repair my gear every time it takes a small ding.

Now for some speculation about repairing. I'm guessing different tradeskill classes will be responsible for repair different items. Blacksmith - melee weapons/guns; Armorer - plate/chainmail; Weaver - cloth armor; Woodwork - Bows; etc. And to repair the item you will need certain materials. If you have common NQ gear, you can probably get it repaired cheaply with common mats. If you have super rare ubah gear from some dragon's stash... you will probably need some rare mats like a dragon hide or whatever. Also, I'd imagine ubah gear would be more durable than common casual soloquest gear.

That's pure speculation though, and I could be wrong about the whole thing.

Edited, Jul 23rd 2010 3:03pm by xXMalevolenceXx
#9 Jul 23 2010 at 2:05 PM Rating: Excellent
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2,010 posts
All I can say about this is that it's a model that works well in other games. It's more realistic, and it gives crafters something to do beyond just making an item and watching it change hands for the next 6 years. It adds another dimension to the gameplay and I think that the only reason people are against it is because of bad memories from XI. If they listen for once when people tell them Gil is a problem, then this concept won't be a catastrophic failure like some are predicting.

It will add to our responsibilities as players, yes. BUT, that's not necessarily a bad thing.
#10 Jul 23 2010 at 3:58 PM Rating: Good
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87 posts
*walks into room, knocks dust off of clothes, hops up on stool, and looks around*

What? OH!

Yeah, so I poked around a bit, and this is a pretty common topic. Lots of people seemed worried about this new concept, and everyone's adding their own take. There seems to be two common brands of feelings; anger and worry.

*takes sip of someones drink*

Yeah, so, it seems no one really knows any more than we do at this time. The only official word I could find is they are wanting to make it so parties of adventurers who are traveling a long distance and forsee battling lots of enemies will want to bring a crafter along. No official word if blacksmith will be able to fix all, but it does seem that if you were to bring a crafter to repair, it would be a blacksmith, as the blunt of the damage would be to your tanks (i.e.- metal armor and weapons).

*takes another slug from drink*

Now, the benifit the crafter(s) get for traveling is they get access to areas they normally could never venture into alone. Win/win.
#11 Jul 23 2010 at 7:57 PM Rating: Good
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1,707 posts
TheBSTGuy wrote:
Quote:
I do remember hearing that NPC wouldn't repair to max though which is good as it encourages player interaction, I just hope players don't get greedy though.
I can asure you that players are going to be greedy, its human nature!


Everyone seems to mistake supply and demand for greed. Greed has nothing to do with it unless one person has a monopoly on something. Otherwise the market sets the prices.
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