Originally Posted by Elwyn
My humble suggestion for a few changes with the durability:

- Remove the durability and replace it with just two states "intact" and "broken"
- Each "intact" item has a chance of being "broken" upon its use: a weapon when it is used to stike someone or something, armour when the character wearing is attacked
- Different items should have a different chance of becoming broken: kitchen knives e.g. 10% (meaning that a kitchen knive will break on average every 10 times it is used), legendary swords less than 1%
- Increase the chance for being broken when attacking doors or chests
- If an item is broken, it can no longer be used and must be repaired (for example with a repair hammer which can be consumed)

With such a system, there is always an element of surprise of a weapon becoming unusable in combat. The player also does not need to repair all items after the combat but only one or two which got broken.


This is a very bad idea.

It was like this for some weapons in valkyrie profile and it was super frustrating, so I never used weapons that could break no matter how good they were.

I think we should remove durability and have broken items as penalty for bashing things. If we keep durability this should only happen when you bash things or when you or the enemy use a special skill that may damage equipment. If we keep durability, please add a "repair all" button.

Games should be fun. This game is about exploration, story and tactical combat. It is not a realistic middle age combat simulation or a survival game. I do not remember any classic RPG where repairing or identifying added much fun to the game. When games used very complex system regarding repair and identify it was very frustrating, not fun. Skip it completely or keep it simple. Focus on the parts of the game that make most fun. People in this forum will tell you what they find most important and fun, and I do not remember anyone said repairing equipment.


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