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This is a bit of a hot topic as a highly discussed game has breakable weapons that last about 3 swings before crumbling into dust. This a durability system I don't like.

The sort of durability I prefer is more along the lines of a 3 phase system.

Normal: This means your weapon is functioning normally and any special effects or statuses associated with it are granted. Repairs cheap.

Damaged: The weapon has become cracked, damaged, or otherwise impaired. Magic effects, stats granted, and such are no longer granted. Repairs inexpensive but increasing as it heads towards the final phase. (Yes, just like Diablo.)

Broken: The weapon at some major point has broken, and needs to be reforged with new material or scrapped for materials. Expensive and time-consuming, but you shouldn't have let the weapon get to this state.

I realize the system I just described is more hypothetical than anything, and actually I prefer not having to deal with durability at all. Rather, i'd rather have a system where weapons are situational, and trying to stab a lizard man to death with a wooden club simply won't work.

See, the popular game has durability akin to ammo, except there's no way to "reload" a weapon, so instead it is expected that you dispose of them, and never get attached to something like a warhammer you killed 400 elves with and named in Dwarf Fortress.

But how do you prefer your durability?
i like how Diablo 3 does it... you fight like hell and it slowly, super very slowly goes down... if you die is significantly drops in durability...

repair costs are low, and its pretty easy to just hit the blacksmith in town. Oblivion had a similar durability concept and i was ok with that too.. overtime it gets low and you can fix it yourself with a repair skill, a blacksmith can do a better job though unless your a master at it.
Post edited March 10, 2017 by Starkrun
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Starkrun: i like how Diablo 3 does it... you fight like hell and it slowly, super very slowly goes down... if you die is significantly drops in durability...

repair costs are low, and its pretty easy to just hit the blacksmith in town. Oblivion had a similar durability concept and i was ok with that too.. overtime it gets low and you can fix it yourself with a repair skill, a blacksmith can do a better job though unless your a master at it.
I was thinking more of Diablo II, but then I remembered I was watching a Skelemancer, and his equipment never broke because he never had to face anything directly.
Durability is the reason that while most people gave System Shock 2 a 'Thumbs Up', I gave it 'The Finger'.
Okay. Wasn't 100% what the title was about talking about.

I like my weapon's durability to be a non-factor. I find it a very artificial gameplay element, that feels pretty odd in the timescale of a videogame's story. It also cancels the very point of using non-ammo-based weapons (it makes them indeed non-rechargeabble limited shots weapons). And, well, it shatters immersion along with the weapon.

I've tortuously rationalized the silly durability of System Shock 2's space weapons in weirdly contaminated artificial space station atmosphere. But damn, Zomboid !
My hatred for item durability in games burns hotter than a thousand suns.
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Telika: Okay. Wasn't 100% what the title was about talking about.

I like my weapon's durability to be a non-factor. I find it a very artificial gameplay element, that feels pretty odd in the timescale of a videogame's story. It also cancels the very point of using non-ammo-based weapons (it makes them indeed non-rechargeabble limited shots weapons). And, well, it shatters immersion along with the weapon.

I've tortuously rationalized the silly durability of System Shock 2's space weapons in weirdly contaminated artificial space station atmosphere. But damn, Zomboid !
System Shock 2 makes sense. You're just a runner in a very hostile environment. It isn't like Shodan would allow you to repair things.
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Randalator: My hatred for item durability in games burns hotter than a thousand suns.
What's the worst you encountered, then?
Post edited March 10, 2017 by Darvond
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Darvond: What's the worst you encountered, then?
As much as I like it System Shock 2 is high up on the list. Stalker was also pretty horrible in that regard.
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Darvond: System Shock 2 makes sense. You're just a runner in a very hostile environment. It isn't like Shodan would allow you to repair things.
Hey, tell that to TinyE ! We spent hours debating that point.

My half-honest angle was : the spaceship's artificial/contaminated atmosphere reacts badly with the chemistry of your future space age ray guns of space, and that why the gun deteriorates so fast. Maybe there are super far-fetched elements to be fetched from Scott Manley's video on weapons in space void microgravity (adapted to other forms of weird environment), but I borrowed my general feel from my favorite Spirou comic book, where cigarettes are claimed (very arbitrarily, it's pure fiction) to waste away faster in an underwater pressurised environment. I played assuming that some weird physics of that sort justify the deterioration speed.

But without that, the durability of these weapons feel rather absurd.
Attachments:
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Darvond: But how do you prefer your durability?
I prefer the game don't waste my time with that at all. Just like with crafting, I find doing maintenance of my inventory to be tedious busywork.
I don't like durability in games. Unless it's a roguelike. Then it's ok, just like hunger. Hunger has no place except in roguelikes.

Because roguelikes are designed to piss you off, test your patience, and kill you a lot. Other games should not do that to you.
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tinyE: Durability is the reason that while most people gave System Shock 2 a 'Thumbs Up', I gave it 'The Finger'.
The thumb is a finger, which means you liked it!
XD
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Darvond: This is a bit of a hot topic as a highly discussed game has breakable weapons that last about 3 swings before crumbling into dust. This a durability system I don't like.

The sort of durability I prefer is more along the lines of a 3 phase system.

Normal: This means your weapon is functioning normally and any special effects or statuses associated with it are granted. Repairs cheap.

Damaged: The weapon has become cracked, damaged, or otherwise impaired. Magic effects, stats granted, and such are no longer granted. Repairs inexpensive but increasing as it heads towards the final phase. (Yes, just like Diablo.)

Broken: The weapon at some major point has broken, and needs to be reforged with new material or scrapped for materials. Expensive and time-consuming, but you shouldn't have let the weapon get to this state.

I realize the system I just described is more hypothetical than anything, and actually I prefer not having to deal with durability at all. Rather, i'd rather have a system where weapons are situational, and trying to stab a lizard man to death with a wooden club simply won't work.

See, the popular game has durability akin to ammo, except there's no way to "reload" a weapon, so instead it is expected that you dispose of them, and never get attached to something like a warhammer you killed 400 elves with and named in Dwarf Fortress.

But how do you prefer your durability?
The durability thing that bothered me the most was in Darksiders 2. Darksiders 1 was like Zelda with its equipment. What I mean by that is you get a limited number of items that are either upgraded or replaced. Equipment management came out of nowhere in Darksiders 2, and turned me off to the game.
Post edited March 10, 2017 by jsidhu762
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Darvond: But how do you prefer your durability?
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Breja: I prefer the game don't waste my time with that at all. Just like with crafting, I find doing maintenance of my inventory to be tedious busywork.
Which is why I like Final Fantasy and Avernum, which both follow a logical progression. Rather than dealing with limited inventory, Avernum gives you a junk bag in the newest remakes where you can put your crap in a deserving spot and sell it all in one go. Then you can use that to not buy anything because all the best weapons are scoured from the field and you're given clues to their locations.
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tinyE: I gave it 'The Finger'.
That's a pretty durable weapon.
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misteryo: I don't like durability in games. Unless it's a roguelike. Then it's ok, just like hunger. Hunger has no place except in roguelikes.

Because roguelikes are designed to piss you off, test your patience, and kill you a lot. Other games should not do that to you.
Even then, rougelikes tend to have ways to mitigate things, like having shops on occasion.