Originally Posted by Stabbey

All your ideas are completely awful and murder fun in favor of incredibly tedious and fun-sapping micromanagement.


^ this and

Originally Posted by Shadovvolfe
I couldn't have said it any better myself. Clicking all your equipment to "repair it" isn't fun, engaging, realistic, or immersive. It's just a time waster.


^ this.

Are we kidding? We must be kidding, it must be. Weapon degradation and durability just adds an obnoxious level of micromanagement that I have hated ever since I played Diablo, and that was 15 years ago. Weapon degradation doesn't add "depth" or "fun" to any game whatsoever, at best it just adds another annoying feature that you MUST keep tabs on whenever you play. Same with Morrowind (F*** you werewolves and your armor-rending attacks, I've consumed more repair hammers and prongs playing Bloodmoon's main storyline than I did with the vanilla campaign, and that says a lot!), Oblivion, Fallout 3 (where every single gun and armor felt like it was made of glass judging by how frequently they needed repairs) and New Vegas (ditto).

I don't remember Baldur's Gate I and II or Skyrim ever having had equipment degradation, yet those three titles are considered the undisputed kings of the genre.

If using weapons to destroy chests and doors is the main concern, just use a script that creates only useless broken items once you've smashed a chest open, like Neverwinter Nights 2 did, and make "sensitive" doors unbreakable.

Another thing...magnifying glasses for identifying equipment? More micromanagement. The early access' campaign thus far is great, but one thing that constantly annoyed me was having 10 unidentified items in my inventory but only 3 magnifying glasses, and having to scrounge the whole map for more glasses. How about a Right click + a lore check as it happened with Neverwinter Nights?