Equipment Decay

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Item decay should be...

Faster
15
22%
Just as it is now
49
71%
Slower
5
7%
 
Total votes: 69

andypur1
Posts: 228
Joined: Tue Jan 04, 2005 10:00 pm

Re: Equipment Decay

Post by andypur1 »

geezas wrote:I agree. If there is a change in decay there should be a change in availibility of mats.
I personally reckon that there should be an increase in decay, especially for digging. I've been using the same set of LA now for ages (q240 with no requirements!!) and only the gloves are nearly worn out. The focus jewels also seem nearly immortal, but have no resists and so will be replaced soon :rolleyes:

I also think that this should be accompanied by a randomisation of the supreme/exe mat pops (and also the boss mob pops), but I don't think that there should be any more supply overall. Surely the supreme equipment should be rare ;)

Most of my fighting gear also lasts until I can use better stuff and on that note, can anyone craft a poor homin a new 2h mace? A level 230 supreme Tekorn one, with max damage and speed will do :D If not, I can make do with just a max damage weapon :p

Another idea would be to have a crafting action that makes items with less hp, but with a possible bonus to one of the stats (just one, unlike the OP specials) this might make it worth while crafting shorter lived items. I also like the idea mentioned of having a natural rate of decay with time.
Zok
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality. :)
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khyle
Posts: 466
Joined: Sun Feb 06, 2005 9:53 am

Re: Equipment Decay

Post by khyle »

I generally like the rate of decay; it's a bit high for range, and quite low for craft/harvest actions.
The idea of having a "natural decay" layer below wear and tear, so to speak, sounds very interesting to me. It might even depend on the ecosystem of the item, i.e. jungle gear lasts longer in jungle, wears down faster in desert, for example.
I voted "as is" for lack of an "other" option.

What I really miss about equipment decay is a visual indicator (read: damage textures) on the clothes and items the characters wear, and maybe also on the inventory icons. I'd give that a much higher priority on my personal wish list ;)
andypur1
Posts: 228
Joined: Tue Jan 04, 2005 10:00 pm

Re: Equipment Decay

Post by andypur1 »

khyle wrote: What I really miss about equipment decay is a visual indicator (read: damage textures) on the clothes and items the characters wear, and maybe also on the inventory icons. I'd give that a much higher priority on my personal wish list ;)
I agree with this, the number of times I've worn out a crafting tool / pick without noticing the purple text in the sys info window. A fading out of the icon when the tool gets worn sounds like a great idea.
Zok
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality. :)
iwojimmy
Posts: 967
Joined: Sat Oct 16, 2004 10:00 am

Re: Equipment Decay

Post by iwojimmy »

Please dont bring in a non-use decay..

I treasure my invasion axe and dagger, far too valuable and irreplaceable to use.. and the idea of them rotting away in storage is quite distressing :(

I like to keep mementos of people who have left also.. anything which cannot be replaced has a much higher emotional value than its dapper or utility value.

I guess I am sentimental :)
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iphdrunk
Posts: 1574
Joined: Tue Sep 21, 2004 8:20 am

Re: Equipment Decay

Post by iphdrunk »

iwojimmy wrote:Please dont bring in a non-use decay
I agree, although keeping it in an inventory could be safe. Non-use decay could be seen as "wielding" or "wearing" the item, even if no action is done. e.g. I walk around, tp, chat, with my clothes one, they decay. I put it in the appartment and they last (a few sentimentally valuable items I want to keep too)
Anissa - Jena's Lost Tribe -

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aardnebb
Posts: 705
Joined: Mon Oct 31, 2005 7:18 am

Re: Equipment Decay

Post by aardnebb »

maybe on HA/MA...

but reduce the wear and tear caused by ranged fight!

And I think there may be a problem with OP mat amps... i've lost like 15 HP in one battle *winces*
Wallo
Omega V
andypur1
Posts: 228
Joined: Tue Jan 04, 2005 10:00 pm

Re: Equipment Decay

Post by andypur1 »

iwojimmy wrote:Please dont bring in a non-use decay..

I treasure my invasion axe and dagger, far too valuable and irreplaceable to use.. and the idea of them rotting away in storage is quite distressing :(

I like to keep mementos of people who have left also.. anything which cannot be replaced has a much higher emotional value than its dapper or utility value.

I guess I am sentimental :)
In that case make them like the Kami picks (and, ugh, the karavan ones) from the Temple rewards. They don't vanish, but are just useless for doing anything with. This is still the case with picks and tools, isn't it, but armour / weapons disappear.

Maybe have an add on to the apartments for long-term storage, which costs a few 1000 dappers per day for storing items with no damage. Make it packer or mount size in bulk.
Zok
Kitin Slayer, smasher, harvester plus mace and jewel crafter
Homin for hire, mayhem a speciality. :)
User avatar
geezas
Posts: 480
Joined: Tue Nov 02, 2004 7:10 pm

Re: Equipment Decay

Post by geezas »

andypur1 wrote:I personally reckon that there should be an increase in decay, especially for digging. I've been using the same set of LA now for ages (q240 with no requirements!!) and only the gloves are nearly worn out. The focus jewels also seem nearly immortal, but have no resists and so will be replaced soon :rolleyes:

I also think that this should be accompanied by a randomisation of the supreme/exe mat pops (and also the boss mob pops), but I don't think that there should be any more supply overall. Surely the supreme equipment should be rare ;)
Aye digging hardly wears out armor or jewels, but wears the pick much faster, maybe spreading the dmg around a bit more ? a bit more on armor and jewels and less on the pick? That would increase the use of the OP's pick wich I can wear out in 3 day's if I dig alot

More randomisation would be nice :) Now after a server reboot everything of value is stripped.
Aina - homin
Evolution
Oh lookie a thingy, that would go very well with this thingy I have here and the other thingy I found at the uhm thingy near uhm well, that's not important right now. This might make a excellent thingy to hit thingies with :D
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andrecyr
Posts: 105
Joined: Thu Sep 16, 2004 7:17 pm

Re: Equipment Decay

Post by andrecyr »

I like the idea of non-use decay, and is in keeping with the original idea of
nothing being permanent on Atys. (Weren't dappers originally planned to
decay as well? That was a scary idea. :lol: )

Once animal or vegetable matter is crafted into an item, it seems only natural
for it to decay (well, maybe things like shells and amber not so much ;) ).

Perhaps a lower limit of 5 hp for natural decay could be implemented so that
items wouldn't disappear completely.

I'm voting yes. :)
User avatar
jarko
Posts: 293
Joined: Fri Jan 07, 2005 5:34 pm

Re: Equipment Decay

Post by jarko »

tbh tre rate imo is good now, as i play alot....(7hours a day +) i notice i need new LA every week? and amps every month...and i use like 5 different amps to so each month 1 worn out amp normally.
Nookie
Kami kami kamilion!//Elder of Atys
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