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   Forums-->Ideas and suggestions-->

AuthorArtifact durability
My proposal is not to remove durability altogether, but to have items only lose it on some fights. For example, if one were to lose a fight, he would have a 50% chance of losing 1-2 durability from the item, but if he wins that same fight, he would have only a 20% chance of losing 1 durability. Maybe there could even be a way to reduce the chances by levelling up in one of the guilds (first that comes to mind is the Smiths' Guild) or it would contain a factor of his combat level (more experience in combat allows you to better protect your armor from hits that would damage it).
This way, the items would last longer (but not forever) and there would be an extra incentive to level up.


PS: This is the first time I post anything on this forum, I appologise if it's been proposed already, but I don't have the time or disposition necessary to read through this entire section of the forum right now.
+1 would make things more interesting.
+1 for the whole idea, but I see some little problems.

Maybe there could even be a way to reduce the chances by levelling up in one of the guilds (first that comes to mind is the Smiths' Guild)

Smith's Guild is difficult to level up currently, why we need to reduce the chances to level up?
#3: I think you misunderstand, I meant levelling up your standing with a guild would reduce the chances of losing item durability (taking damage to items). For example, if the chance to lose 1 durability would be, let's say 50% for each loss at Smiths' Guild level 1, the chance would drop by 5% / level, so when you're a more experienced smith, your items last longer.
Balancing would be needed, obviously, and a formula would be discussed, but I'm just proposing the general idea of "chance / battle" for durability loss.

Also, in order to balance the cash flow, the items could become unsellable unless repaired (unable to sell to the Empire at least) or the amount made considerably lower. This way, players would care more about their artifacts and work harder to obtain (and then repair) them.
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