Great work!! I had a lot of fun with it and it definitely needs to get pulled!
A few things first though:
- Stuff gets damaged way too quickly (although I assume a lot of that was so it was easier to test), using a 2-by-sword, it got very badly damaged after about 5-6 zombies. This is probably realistic, but would become too annoying for most people I think.
- Although the vague levels of damage (splintered and so on) make it less gamey/numbery, it’d be useful to have a bit more of a sure indication. How about using an indication system similar to body parts?
-A listing in item descriptions about how strong the item is might help too.
-Bows and Xbows (and guns to an extent) can easily become damaged by bad technique (or accidentally dry firing or whatever), this could go in if it was felt there was a need to make ranged weapons deteriorate as well, but it’d be better to have it that badly maintained guns/bows became less accurate, which is more true to life (this is probably for a different patch though
-Further down the road, it’d be great to have more damaged stuff work less well. This could be a simple switch at 50% durability, although this might become a bit too gamey, as people would be repairing stuff to 55% just to make sure it works well, and a sliding scale might be too difficult to explain easily.[/quote]
Thanks a lot!
Ranged weapons will be dealt with when melee/smashing is fully sorted out. There are no plans to damage firearms when they are fired (realistically a gun isn’t going to get mangled and stop shooting unless it is horrifically maintained). As for makeshift weapons like the two-by-sword, it should be like that. It’s a wooden sword, it should be nothing in comparison to a machete (which will almost never be damaged when attacking mobs).
Item strength will be explicitly added soon. Right now it’s a model based off of material, weight, and bashing/cutting ability.
The damage model will be changed later (it follows the same system as gear).
As your skills increase, you will be less likely to damage objects too. So if you had 5 melee skill you’d be very much less likely to damage things (and proper weapons should almost never be damaged through proper use).
Down the line I will add sharpening of cutting weapons, reinforcing of bashing ones, etc.
Reinforced/sharpened would of course wear off much quicker and will absorb any damage the object would’ve taken. That will be where the real maintenance takes place (does the player want to bother sharpening their machete?).
[quote=“KA101, post:39, topic:3921”]I really hope it doesn’t get pulled. Weapon-breakage = D: . The RNG has a functionally-unlimited supply of hostiles and loves to keep throwing them at the player. We’ve all sorts of horror stories about bears appearing in the shelter. Some players rather like the ability to feel like they’re accomplishing more than running away from every hostile.
To my knowledge, weapon durability follows the same durability as gear damage, so about four stages. Not sure whether frozenbunny pulled the repair code over too.
Repairing something to “it works again” is generally an acceptable standard if supplies, skill, or time are limited. Not sure why that’s being discouraged.[/quote]
No one is discouraging repairs. The modified build I’ve released lets you repair any item in the game using the standard clothing materials.