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Author Topic: Breakable, armor, clothes, equipement, shields and weapons  (Read 2729 times)

Hellblazer

Breakable, armor, clothes, equipement, shields and weapons
« on: October 17, 2006, 10:38:39 PM »
I like that idea of breakable equipement. Not only does it give realisme to the game, but it also give more job oportunities to the armor, weapons crafters, woods crafter and tailors. As it is, I have this guild guarb that i wear almost all the time, even in combat. I would imagine that after a combat of being sliced and buldge, it would have a lot of tear and in such would need to be changed.
  I wonder how extensive adding a count down to an equipement would be hard to make. Talking of lower marks, the 1d8 and such going down every 10 points of the weapons, armor and equipement, untill it finaly breaks. For armor and shields it would be the ac
  A way to do this is. If the weapon hits the flesh it doesnt receive damage, but if it hits a shields, armor or the other weapons as being blocked, then it would receive a point of damage. Hitting Golems would result in the same kind of damage, and when your weapons IE.: Katana, that has 1d10, receive 10 points in damage, it would go down to 1d9 and so on. And the oposite for your amor and shiled if you get hit or block a hit, it would receive a point in damage, after 10 points it would lose some ac.
  Repairing the sword could be possible but to an extent. if your at 1d5 and decide to repair the sword it would only be able to be put back at 1d8 maximum on a perfect dice roll and after that it would be 1d6, 1d4 untill finaly it breaks. Same for armor and shields.  
  Critical hits would make more damage up to masive critical that, if you hit a stronger shields or sword, that your sword is, you would break your sword in combat or vice versa, if your shield is lower than your foes sword it would break your shield.
  As for the new legendary weapons you guys are planning, it would have a considerably higher hit points to it and would be stronger to. Meaning that instead of taking 10 hit points to downgrade it it coul be 40 or 50.
  I think that if it is possible, this would give a new insite of, take care of your equipement and your equipement will take care of you.

Stephen_Zuckerman

Re: Breakable, armor, clothes, equipement, shields and weapons
« Reply #1 on: October 17, 2006, 11:07:32 PM »
I've seen a similar system on another server (Narc's 3.5 Adventure Games). It contributed heavily to lag, and didn't work all that well.

I would personally be against a system like this, not just because of the hit it would give the server, but also because it would make having unique, high-quality items* virtually pointless, as after two or three tough battles they'd be dust.

*Unique for the character, as well as high-quality for the character. For example, Pyyran's Coldfire (an Iron Rapier with Frost II and a Flame visual), while not technically unique, has been an important RP point for him for a long time. Losing such a weapon (at a total list cost of about 6000gp for the iron weapon and Elemental II) would be devastating not just to the character, but to myself as well. According to your currently suggested system, Coldfire would shatter after a decent fencing match. Even according to Narc's (which was based on time) it would fall apart after I finished with my hiatus while I studied for Finals. That would take a lot of the fun out of a fight, for me.
 

Hellblazer

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #2 on: October 18, 2006, 05:42:26 AM »
well that depends,
  See if you take for granted that the rapier has a 1d8 ( i think) then you have a minimum of 80 hits with it (8 times 10 points) but those damage point would only be calculated if you swings hits, the armor or is blocked by the shields or sword. the 10 points is only a suggestion it could actualy be 30 points before your weapon would lose a d1 to it effeciency.
  so lets keep the 10 points for the purpose of the example.
  you get in a battle and you get blocked 30 times, that means that your wepon went from 1d8 to 1d5 (still 50 points of damage to it). After the fight you get your friend the weapon crafter to repair your sword and it goes back to 1d8, because he was lucky and he made a perfect roll. Now your back to 80 hit points, still only using 10 hp as a example. BUt if he didnt get a perfect roll and it would get to 1d7 it would never go back to 1d8 no matter the number of repairs you would put to it.
  Now unless you are realy careless and that you dont take care of your equipement, which would sound wrong from what you just said about that sword, you would strive to get it fix as many time as possible for it to be always sharp and true.
  this example didnt take into account th diferent type of metals. So here is what I am thinking.
  Copper would get 10 points per d1 bronze being a composite would get 20 per d1 Iron :30 per d1 adamantium 50 per d1 ect
  Elemantal enchantment giving special abilities to the weapons would not help in its durability but the silver or mithrill would.
  Silver 1: 5 per d1 silver 2: 10  silver 3: 15 silver 4: 20
  mitrhill 1:10 mithrill 2: 20 mithrill 3: 30 mithrill 4: 40
  So let say that you have a Iron rapier with a silver 2 on it. Knowing that the iron rapier has 1d8 that gives it a durability of 240 hit points plus and extra 80 for the silver 2 coating for a total of 320 hits points (armor hits, shields and sword blocking) before it shaters. I realy dont think you would actualy get that amount of damage in one single trip unless you're realy unlucky and all your hits gets blocked. Remember that nto all foes wears aromor and wield shields.  
  Now I dont know for the lag issue..

Dorganath

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #3 on: October 18, 2006, 05:47:36 AM »
This is something that has been in consideration for quite some time now. Clearly, it is a major, major shift and takes a lot of support items and services to do correctly. Most likely, this will happen at some point and in some form. I can't really comment on when or what form such a system will take, because it is at best loosely defined.
 

Hellblazer

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #4 on: October 18, 2006, 05:50:01 AM »
Ah good. does you plans also includes armor and shields deterioration?

Dorganath

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #5 on: October 18, 2006, 05:55:24 AM »
Armor, shields, weapons, gloves, helmets....Basically anything that can fatigue.
 

Hellblazer

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #6 on: October 18, 2006, 07:02:11 AM »
nice.

Honora

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #7 on: October 18, 2006, 10:03:09 AM »
DAoC had a system in place for both item decay, item repair, and limits on levels.  You could equip an item of higher level than you were supposed to wear, but because it was more complicated and powerful than you should have, it decayed much faster.

If items can decay, than items should be repairable.  And how would this affect quest rewards and other unique items?
 

Dorganath

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #8 on: October 18, 2006, 10:17:30 AM »
It would be possible to repair items. Some items would be more "special" than others and either not degrade at all or degrade so slowly as to be nearly irrelevant..while others might be nearly disposable in their ability to withstand stress. Repairs would probably require money and resources...and likely a specialist of some kind to perform the repair. And no, that specialist would not be a PC crafter.
  Again though, these are just some conceptual things we've considered, and should not be construed as absolute by any stretch.
 

Polak76

RE: Breakable, armor, clothes, equipement, shields and weapons
« Reply #9 on: October 18, 2006, 03:53:34 PM »
The way I'd do it would be that on a critical fumble (ie an attack roll of 1) would damage a weapon to a degree based on the material it is composed of.  

On the other side, if a character gets hit by a critical from an opponent a random number is generated to depict whether is was armor/helm/shield/gloves that was effected and that item would recieve a certain number of damage based on its make-up.

Thats my opinion.
Cheers,
Polak76
 

FlameStrike

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Re: Breakable, armor, clothes, equipement, shields and weapons
« Reply #10 on: October 18, 2006, 05:45:18 PM »
Polak, on Layonara creatures do not deal critical hits on characters due to the server difficulty settings, but yeah you could get the same effects you suggested if said creatures eventually roll 20 on their attack rolls.
 
 

Etinfall

Re: Breakable, armor, clothes, equipement, shields and weapons
« Reply #11 on: October 18, 2006, 06:24:49 PM »
I like the idea and I know if the Team says they are and have been considering it then it will be good. Look forward to it.

Maybe save using the extra unique sword for the most special of combat :) I wouldn't use it on just any goblin. Repairing is good as it would also use gold perhaps. And Weapon smiths would be able to earn gold for the services.

Etin
 

Dorganath

Re: Breakable, armor, clothes, equipement, shields and weapons
« Reply #12 on: October 18, 2006, 07:48:39 PM »
Quote
Etinfall - 10/18/2006  8:24 PM  And Weapon smiths would be able to earn gold for the services.  Etin
 Actually, no.
  If and when we put something like this into place, part of the idea would be to drain gold from the economy. If PC weapon/armor crafters had the means to do these repairs, then the gold would simply shift, not drain. For this reason, repairs would likely be handled through an NPC or device of some kind and possibly through kits that can be purchased though have less of an effect.
 

Etinfall

Re: Breakable, armor, clothes, equipement, shields and weapons
« Reply #13 on: October 18, 2006, 09:32:50 PM »
Just as good. The NPC crafters would make money ;) I am all for draining the economy of gold. Seeing as I have so little as it is :) don't need gold to sllep under a tree.
 

vitor

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    RE: Breakable, armor, clothes, equipement, shields and weapons
    « Reply #14 on: October 21, 2006, 05:32:47 AM »
    Like Diablo I and II  8)
     But... that means nothing, this is so cool, if used correctly, some items, cannot break, etc. As well, unique items, exceptional, etc, thats a good idea too, when the item is more rare, more durability, or, some item good for lvl req. that breaks fast. Not a bad idea.
     

    Stephen_Zuckerman

    Re: Breakable, armor, clothes, equipement, shields and weapons
    « Reply #15 on: October 21, 2006, 12:43:44 PM »
    To make a point about the effects suggested...

    You can't drop a damage category from a d6 (rapier damage - gods, I wish it was a d8 ;) ) to a d5. While, technically, you can generate a random number between 1 and 5 using a random number generator, 1d5 isn't coded (to my knowledge) in the system. Giving it a -1 to damage is possible, certainly, but... The damage categories coded in are 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 2d4, 2d6, and I believe 2d8. (Note: I have no real working knowledge of the way the game runs; I have only experience with what I've seen in-game and in the toolset.)

    Another thing. Mithril is a weapon material like iron, copper, or bronze. You're thinking of a titanium enhancement.

    Anyhow, this is definately something to think about for V3, but my main concern remains LAG... Though the impact on the economy is also to be considered.

    Those folks with lots and lots and lots and lots of gold will still be paying the same amount for repairs as those with virtually no gold (assuming the same repairs). The poor get poorer, while the rich don't feel much of a hit.
     

    Hellblazer

    Re: Breakable, armor, clothes, equipement, shields and weapons
    « Reply #16 on: October 21, 2006, 01:41:55 PM »
    Quote
    Stephen_Zuckerman - 10/21/2006  3:43 PM  You're thinking of a titanium enhancement.
     Yes thats right, thank you  
     
     
    Quote
    Stephen_Zuckerman - 10/21/2006  3:43 PMThe poor get poorer, while the rich don't feel much of a hit.
     I'm sorry to say but that's life.

    Dorganath

    RE: Breakable, armor, clothes, equipement, shields and weapons
    « Reply #17 on: October 21, 2006, 02:47:11 PM »
    First off guys, let's have some faith in your GM and Development teams. Things like the economy and how it affects all players will be duly considered and given the attention which is appropriate. Something like this is obviously a major system, and we'll do our best to design and implement it according to what is best for the world as a whole. So please, let's keep the doom-saying to a minimum right now, OK?  :)
      To say "That's life"...well, that's a bit harsh, but it is to some extent. That the rich will feel a lesser hit than the poor. That's just a matter of percentages, and we can't do much about that. One could say the same thing for anything in this world that costs money. The rich can buy Level IV enhancements all day long and shrug it off. The poor have to work to get enough money for one. There's really nothing we want to do or can do about that.
     

    Stephen_Zuckerman

    Re: Breakable, armor, clothes, equipement, shields and weapons
    « Reply #18 on: October 21, 2006, 05:30:58 PM »
     

    Dorganath

    RE: Breakable, armor, clothes, equipement, shields and weapons
    « Reply #19 on: October 21, 2006, 06:54:52 PM »
    Naturally, lag is a concern, and if it causes too much lag, we won't put it in, especially if it causes lag in the critical path of combat. Again...we'll consider every conceivable angle before implementing something like this.
      At this exact moment, such a thing is not on our "high priority" list, but rather on our "significant and nice to have" list. That, of course, is subject to change at any given millisecond.  :)
     

     

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