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I know the devs may not have this worked out yet, but how will item decay work? I know one factor will be the rule sets with 30% item decay on death and such, and I imagine there will also be a use factor, but else will determine how quickly an item decays? Will the crafting materials determine how much an item can decay before breaking? What about disciplines and artifacts? Could a thrall be binded into to it to slow decay?

Edited by AlexanderTeach

"In this world only winter is certain." -Ned Stark

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Choosing to craft an item for durability rather than performance is a bad investment in a world where players with performance items can just take your durable gear from your corpse.

Edited by Jihan

Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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Only thing we know is, there will be a big item decay on death (+ remember the full loot) and a rather small item decay, when u use your weapons.

 

Items they are just in your "bank" dont take damage over time. Buildings you build in your EK also take damage over time so you have to repair them (that´s the tax). As a consequence, when buildings are built on a tax free zone, they will not take damage.


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I would guess there's a decay timer of sorts, and gear will slowly decay over time. I do not think the item will be more destroyed on death as people will just loot your gear anyways so it does not makes that much sense.

 

in some campaigns the rules dont allow full loot.


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I know the devs way not have this worked out yet, but how will item decay work? I know one factor will be the rule sets with 30% item decay on death and such, and I imagine there will also be a use factor, but else will determine how quickly an item decays? Will the crafting materials determine how much an item can decay before breaking? What about disciplines and artifacts? Could a thrall be binded into to it to slow decay?

Yeah all we know atm is different rulesets will have different rates of decay and such. As for the rest its possible but just not enough info right now.

Edited by pang

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Choosing to craft an item for durability rather than performance is a bad investment in a world where players with performance items can just take your durable gear from your corpse.

 

I never suggested this. I would imagine if someone was crafting out of a material that decayed slower, it would have better stats across the board since it was made of a higher grade material.. 

 

BzNLBW9h.jpg

 

Also, I had already acknowledged this.

Edited by AlexanderTeach

"In this world only winter is certain." -Ned Stark

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So you're suggesting that better grade gear should be more durable AND more performant? That leads to a nasty rich-get-richer dynamic.


Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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Not necessarily. It just depends on what reagents are used to craft the item. Let's say the crafter uses an alloy compared to basic metal, it would make sense the alloy would be better than the basic metal in it's stats, including decay. To be able to make that alloy however, they player would need to get the rare reagents found in the higher risk campaigns. It's still the risk v. reward plan. You also need to keep in mind the devs probably won't make this gear so much better that it'll be a game changer, slow decay or not.

Edited by AlexanderTeach

"In this world only winter is certain." -Ned Stark

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I would rather that better gear gain more durability than damage. This is a competitive game, and the power curve is supposed to be shallow, so making better gear benefit more in durability allows equipment to improve without directly creating a power gap.

 

It also offers a system where players looking to engage in heavy PvP can select less durable gear and avoid destroying lasting gear.

Edited by bahamutkaiser

a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

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Choosing to craft an item for durability rather than performance is a bad investment in a world where players with performance items can just take your durable gear from your corpse.

 

As long as their performance items last long enough to let them do this. :)

 

I do wonder how and when time will affect decay. I think it'd be nice if decay only occurred through use or death for items/equipment that are in your possession. But, maybe if you leave a corpse lying in the rain all night before getting to loot it, the items have decayed whilst lying on the ground? Maybe the type of container items are "stored" in (a corpse or sack on the ground being also a container in which they're temporarily, mechanically stored) affects this? A lot of containers (including the player's own inventory) could stave off time-based decay, while others (the ground/a corpse) could not do so.

 

I wonder what they'll decide on.

Edited by Lephys

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Choosing to craft an item for durability rather than performance is a bad investment in a world where players with performance items can just take your durable gear from your corpse.

 

And once again people fail to see the difference between an inventory and equipped gear. 

 

Nh1ndc4.jpg

 

Equipped gear won't be 100% lootable, folks! It'll have a chance to 'drop' and whether that means being deleted entirely or being thrown into the loot-table for other players to take, is not something we can determine yet. Either way, it's been made rather clear that equipped gear is not 100% lootable like inventory items. That defeats the entire point of having it decay on death. Unless we're looking to 'punish' those doing the looting for some randomly spiteful reason in a hardcore PvP game.


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                                                                                                     Covert Operations Specialists -  http://theobsidian.co

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Im not a fan of my gear just decaying away but I wouldn't mind seeing other player gear decay! LOL no but really I am looking forward to seeing exactly the ratio of power v longevity. Also to see how that will effect combat based on how long each fight or battle takes! For instance am I going to have to carry an extra weapon or gear if I am going into a huge battle or is it going to be based on time not use?


i-XfNsQj6.jpg


 


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Well, my days of not taking hatchlings seriously are certainly coming to a middle.

 

"Drop" obviously means "lootable" given that that language is presented under the heading "loot rules". If equipped gear were going to have a chance for simple deletion at death that would be listed under the "decay rules" heading instead.

 

This whole conversation about differential durabilities is pointless since we have no developer information that such a mechanic is being contemplated, and having a percentage-based decay system strongly hints that that's not on the table. No point in having 50 durability points instead of 20 if you're going to lose 30% with each death either way. 4 deaths and it's gone, or 3 deaths plus heavy use, regardless of how may points it started with.

 

The question of whether equipped gear which fails its lootable roll will also take death damage is wide open; I could very easily see the devs going either way on that. I think I'd lean toward having it take damage: if the decay on death is the primary resource sink for the item economy, it doesn't make sense to slow that drain down for the items you find on corpses- in fact, it makes perfect sense that a piece of armor you loot from a dead body would be a little scratch-and-dent.


Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

Tully

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Well, my days of not taking hatchlings seriously are certainly coming to a middle.

 

Cause the amount of posts you've made on the forums has a lot to do with your knowledge on what exists of the game and how long you've been following it. Oh wait.. no.. you're just being arrogant, how could I fail to see that at first? Silly me.

 

As for the rest; yes, it's all pure speculation at this point. Though going on what we've seen in screenshots (which are completely open to utter change) it would seem that equipped gear has only a percentage chance to become lootable and the bits that don't simply take a large amount of decay.

 

The statement by ACE of gear losing a portion of it's overall durability when repaired by a crafter suggests that gear does start off with a certain number of durability points. Perhaps though every piece starts off with the same (100/100 for example) or even perhaps they are going the route of some pieces of gear decaying that much faster than others. Again, pure speculation but with some semblance of an official source at least. 


                                                 5N1HTqH.jpg

                                                                                                     Covert Operations Specialists -  http://theobsidian.co

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I don't think a forum veteran, a true one, needs to qualify to you that he's experienced for the fact to be true, Jihan is one of the most significant contributors on the forum.

 

That being said, all vets need to accept that there is always a new person being born, discovering games, and joining Crowfall, they don't owe anyone a preacquired knowledge of the past, and we'll often be reviewing initial information every time someone new arrives.

 

What we need is a more exhaustive explanation of the game, either from ACE or as practical explanation from Veterans, and yes, some of them are vets and you should listen to them without making impractical challenges to the information they share.

 

They can very well ignore you and let you stew in ignorance, your misunderstanding won't impact anything, you'll just speculate in vain.


a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

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Actually this thread has really helped me with a question I had about re-gearing after death. If they keep the rules where equipment isn't always lootable it seems to make a concern I had smaller.


Landmimes, the silent killer.

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The main thing they pointed out is that gear won't have an insurmountable impact on performance, and that obtaining it won't be very difficult. Gear seems to be designed to be disposable to work hand in hand with losing and destroying it, as well as maintaining demand on crafters to supply gear.

 

This subject specifically is insignificant, what matters is whether the cost and difficulty it is set at are enjoyable, not how it works. That's only gonna be apparent with play testing and can be adjusted easily.


a52d4a0d-044f-44ff-8a10-ccc31bfa2d87.jpg          Before you criticize someone, walk a mile in their shoes... Than if they're upset, they'll be a mile away, and barefoot :P

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