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stranger
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OP
stranger
Joined: Mar 2017
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Take away HP from all wooden objects, instead just incorporate a ''Chance'' system tied to all wooded objects. So, remove HP bar and replace it with a wait bar.
Add chances to 4 different outcomes.
Example: - 70% chance to break the object without breaking any valuables. - 15% chance to break the item in the chest. - 10% chance to break the your weapon before the object breaks. - 5% chance to break everything
Doors and Chests should have a level prerequisite put on them to stop players from being able to break everything as soon as they get into the game.
All broken materials should be salvageable to later be reforged.
Only items that can be realistically broken should have a chance to break.
Make it to where unequipped weapons that are in your inventory be usable to break objects.
STR and FIN stats, along with your weapon type alters the chances of the outcome.
STR would determine how fast you would break the object, but if your STR is much higher than your FIN than the chances of something breaking other than the chest or door would increase. The chances of breaking your weapon, the item in the chest, or both at the same time would increase EVEN MORE if you were equipped with a 2H-weapon, but everything you hit would break quicker. Think of it as a barbarian using a 2H-weapon and he's swinging at full force. In the end, there would be a higher chance of him breaking something.
FIN would determine how well and strategically you would hitting the object, inherently decreasing the chances of breaking something that you don't want broken. If your FIN is higher than your STR then you'd have a much better chance at only breaking the chest or door, instead of your valuables. Your chances of failure would decrease even more if you were equipped with a 1H-weapon, but the object would take longer to break. Think of of this situation as a dwarf inspecting the chest, finding its weak spots and using the hilt, of his 1H-sword as a hammer to slowly break away the chest safely until he can reach inside and grab the item.
If your STR/FIN stats are identical, then the only thing that would determine the speed and outcome would be your weapon type. How the developers want to scale the FIN to STR ratio is up to them, but it could be done.
Just about guaranteed success, with a 25s wait time: High FIN, low STR, 1H-weapon. High success rate, 20s wait time: High FIN, low STR, 2H-weapon.
Pretty good success rate, 25s wait time: Medium FIN, low STR, 1H-weapon. Above average success rate, 20s wait time: Medium FIN, Low STR, 2H-weapon.
Average success rate, 15s wait time: Medium FIN, Medium STR, 1H-weapon. Decent success rate, 10s wait time: Medium FIN, Medium STR, 2H-weapon.
Below average success rate, 15s wait time: Low FIN, Medium STR, 1H-weapon. Uncommon success rate, 10s wait time: Low FIN, Medium STR, 2H-weapon.
Rare success rate, 5s wait time: Low FIN, High STR, 1H-weapon. Very rare success rate, instant, no wait time: Low, High STR, 2H-weapon.
-- original post follows -- *EDIT* I did not know of the last durability post being deleted, please excuse my ignorance. I do got to ask the mods to please not delete this post for I feel this idea of mine has a true chance of being a solid foundation for this topic. I ask for no one, other than mods or devs to reply, I do not want to become a nuisance. I would love to talk about this in PM's, though! I am curious how the community feels about this idea.
This is a detailed explanation of a system that would properly implement a believable and fair solution to having no durability.
Allow equipped and un-equipped weapons or certain items to break wooden doors and chests. With chests you have the chances of 3 different things that could go wrong, breaking the item inside the chest, breaking your weapon before the chest breaks, or both at the same time, or the best out come, breaking absolutely nothing. For example: 70% chance to break the chest with no bad outcome, 15% chance to break the item inside the chest, 10% chance to break the weapon that you used to bash the chest, 5% chance to break both at the same time. Only items that can be realistically broken from smashing in a chest should have a chance to break. Broken weapons or armor that either dropped from the chest or were equipped should be salvageable to later be reforged and used.
The STR and FIN attributes, along with your weapon type, should alter the chances of the outcome as well as how long it takes to break the object. STR+weapon type alters speed at which the object is broken. FIN+weapon type alters how precise you are breaking the object; the overall percentage of each outcome.
For example: A character with a high STR stat that's equipped with a 2-H weapon will deal more damage as opposed to a character with a low STR stat that's equipped with a 1-H-weapon. A character with a high FIN stat that's equipped with 1-H weapon will be more precise in breaking the object and will have a higher chance of the getting the best outcome as opposed to a character with a low FIN stat that's equipped with 2-H weapon. Worst case scenario; A character with a high STR, low FIN stat, equipped with a 2H-weapon.
Last edited by vometia; 06/04/17 08:33 PM. Reason: by request from OP
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veteran
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veteran
Joined: Oct 2016
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Durability just got removed from most stuff like weapons 
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stranger
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OP
stranger
Joined: Mar 2017
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That's fine as long as they see what I wrote here haha! I hope to see at least some kind of price to pay when bashing chests in.
Last edited by Kizzdon; 01/04/17 11:08 AM.
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veteran
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veteran
Joined: Oct 2016
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You saw the hugh durability topic, because of which it got removed 
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stranger
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OP
stranger
Joined: Mar 2017
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I did not....Mods, I hope you let this stay, I have confidence in this that it will grab their attention. Please no one post anymore, I don't want my post to become a nuisance.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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I did not....Mods, I hope you let this stay Hm? We don't generally remove stuff unless it's spam, though I guess it may have got merged: is this the post you've lost?
J'aime le fromage.
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Support
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Support
Joined: Mar 2003
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I believe Kalrakh was referring to durability being removed (because of the feedback in several topics), not posts being removed (for giving feedback on durability).
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veteran
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veteran
Joined: Oct 2016
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Yes, that is was I was refering too. 
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stranger
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OP
stranger
Joined: Mar 2017
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Sorry for the confusion! It was 5am for me at the time and I had just exhausted myself from thinking about this idea, and coming up with a way to explain my system took longer than expected. Haha. Hope it's sparked some ideas for you guys over at Larian!
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stranger
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stranger
Joined: Apr 2017
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This is really interesting but why would you show percentages if they change depending on strength/finesse and what kind of weapon they use... Is 70% a base percentage so if you have higher finesse that increases (by how is much is the complicated part). Also, does higher strength mean that the chest can be broken quicker but with a higher chance to break the objects. And does a one handed weapon have a higher chance to break itself by lower chance for breaking the object?
I'm being really specific sorry :D, I'm just quite interested and how each stat affects each other cause this could add incentive to increase something like finesse with a strength based character or something.
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stranger
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OP
stranger
Joined: Mar 2017
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I should have continued to think upon my idea before I decided to write the original post, I missed a few key points and I hate myself for that, hopefully they still take this into consideration.
Here is a much easier to follow, more detailed explanation.
Take away HP from all wooden objects, instead just incorporate a ''Chance'' system tied to all wooded objects. So, remove HP bar and replace it with a wait bar.
Add chances to 4 different outcomes.
Example: - 70% chance to break the object without breaking any valuables. - 15% chance to break the item in the chest. - 10% chance to break the your weapon before the object breaks. - 5% chance to break everything
STR and FIN stats, along with your weapon type alters the chances of each of the final outcomes.
Doors and Chests should have a level prerequisite put on them to stop players from being able to break everything as soon as they get into the game.
All broken materials should be salvageable to later be reforged.
Only items that can be realistically broken should have a chance to break.
Make it to where unequipped weapons that are in your inventory be usable to break objects.
STR would determine how fast you would break the object, but if your STR is much higher than your FIN than the chances of something breaking other than the chest or door would increase. The chances of breaking your weapon, the item in the chest, or both at the same time would increase EVEN MORE if you were equipped with a 2H-weapon, but everything you hit would break quicker. Think of it as a barbarian using a 2H-weapon and he's swinging at full force. In the end, there would be a higher chance of him breaking something.
FIN would determine how well and strategically you would hitting the object, inherently decreasing the chances of breaking something that you don't want broken. If your FIN is higher than your STR then you'd have a much better chance at only breaking the chest or door, instead of your valuables. Your chances of failure would decrease even more if you were equipped with a 1H-weapon, but the object would take longer to break. Think of of this situation as a dwarf inspecting the chest, finding its weak spots and using the hilt of his 1H-sword as a hammer to slowly break away the chest safely until he can reach inside and grab the item.
If your STR/FIN stats are identical, then the only thing that would determine the speed and outcome would be your weapon type. How the developers want to scale the FIN to STR ratio is up to them, but it could be done.
Just about guaranteed success, with a 25s wait time: High FIN, low STR, 1H-weapon. High success rate, 20s wait time: High FIN, low STR, 2H-weapon.
Pretty good success rate, 25s wait time: Medium FIN, low STR, 1H-weapon. Above average success rate, 20s wait time: Medium FIN, Low STR, 2H-weapon.
Average success rate, 15s wait time: Medium FIN, Medium STR, 1H-weapon. Decent success rate, 10s wait time: Medium FIN, Medium STR, 2H-weapon.
Below average success rate, 15s wait time: Low FIN, Medium STR, 1H-weapon. Uncommon success rate, 10s wait time: Low FIN, Medium STR, 2H-weapon.
Rare success rate, 5s wait time: Low FIN, High STR, 1H-weapon. Very rare success rate, instant, no wait time: Low, High STR, 2H-weapon.
Last edited by Kizzdon; 06/04/17 08:34 PM.
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stranger
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stranger
Joined: Apr 2017
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Thanks so much for the details!  Now I'm just wondering whether the time is even needed (like waiting 25s compared to 10s). I think all chests need a certain strength/intelligence/finesse level to be broken. However finesse or intelligence controls the chance of not breaking the objects inside the chest. + Thievery also controls your chance of being able to lockpick a door or chest. This chance is much higher considering lockpicks are rare and you don't get personality points very often. + Although the level needed to break the chests with strength is a lot lower than with finesse and intelligence since intelligence and finesse decrease the chances if the objects being broken. This allows for every sort of character to be able to break into the chests along with drawbacks because at the moment intelligence is of no use so it makes strength and finesse more worth while but you also have the choice to not use strength and ect and use a much more reliable way but with limited use. Finally the only items that can't break are unique items, even if it's not necessarily realistic for a certain item to break, unless it's important to the story or is an "unique" item, it should break. That's the price you have to pay.
Last edited by Seymour; 06/04/17 11:47 PM.
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