[Suggestion] Tool Durability should be a Process, not an Event
I think tools should not break and become non-functional at zero durability. This seems to be a shocking event to the player when it happens as they least expect it.
Instead, they should still be usable when broken - but they should degrade over time in some noticeable way as a process that the player can measure. For example, some ideas of what could happen:
- Reduced damage, down to 25% when at zero durability.
- Reduced rewards, or tool effectiveness
- Increasing chance for tool to fail (a negative crit?)
To add more to this, we could have talents that improve your ability to repair tools, including:
- Over-repairing an item to 150% durability. This could have a special health bar, and make the tool always 100% effective while it still exists.
- Increasing time tool stays effective, for example no damage loss for the first % percent of durability.
- Chance to "critically hit" with a tool at high durability.
Comments: 1
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27 Sep, '21
SteveGradual percentage reduction is hard for a player to parse, but I like the concept of condition states:
- Newly made / repaired: 120% effect for 5 uses (has a star icon)
- Serviceable: 100% effect for [durability] uses (has no additional icon)
- Worn: 50% effect (has a red down arrow icon) [this replaces the current broken status, so an item never becomes useless]