We can definitely see some trends in all the responses
> Repair/identify all button > Durability/Equipment related skills > Repair/identify items being consumables with 'charges' > Some special items that go around the skill req for normal actions such as lockpicking/identifying
Let me just fix this real quick, to put it into a more useful format/wording:
-Durability is currently far too detrimental to the overall experience, compared to the benefits it provides as a balancing tool.
-Durability isn't a critical feature, and it wouldn't be a big loss for it to be removed wholesale.
-Much of the current issues could be alleviated by introducing some degree of automation to the maintenance process.
-Alternate systems that resolve the tediousness while retaining the functional benefits of the old one could be pursued.
The summary was targeted towards the discussion of evolving the current system, instead of removing it. Therefore, I cut out that input.
It's a simple and straightforward stance with no need for summary of multiple posts rehashing it after all.
The stances involved on evolving the current system is a bit more complicated and could use some structure, though, since it's more open ended.
I thought that was implied with the rest of the post, given the direction I was headed towards?
As for your points:
- It's not really 'far too' detrimental to anything, it's annoying at worst and slightly tedious at best for those who are actually complaining. It's a bit of a footnote to some of us, something we ignore to others, something we dislike to some, and something they actively hate with a passion to a few.
- It's not a 'critical' feature, no. But to say nothing would be loss is a misnomer. Obviously, some of us are attached to the idea of durability, even if we feel the mechanics in game need work. So there's definite 'loss' for some of us. Refer back to the first quote in my wall of text for why that is. The 'quantity' of loss is nuanced as while some here see it as a purely mechanical feature, others here see it in terms of RP value. You can't really generalize that.