- Location
- UK, Peterborough
Hello so i have been thinking of this one for some time and i believe it would add in more Realism and help with the economy a bit.
so at current things like lockpicks and fishing rods are essentially everlasting, and will last till the end of time.
nice concept but i think it would be much more realistic if they started to break down with use, like they would in reality, so using the pick over time would make it dull or break, using a rod a lot would cause the line to wear and break or the rod to snap
the part of this with economy, it wont do much to impact it but having the need to go out and buy these items more than just once would of course flow the economy, my first fishing rod I'm sure i still have the one i got 17/18 months ago
how to make it work and still be balanced would be interesting i would say maybe have it so upon each use there is a percentage that can be RNG to determine how much of the durability is lost each time,
i would say this should apply to
more extreme decay items - if you wanted to go all out with this kind of idea then there would of course be others that could be considered but i know these items would cause an outrage
as always instead of going straight in for the -1 because of the mention of guns, at least give some more insight in a response
Pro
Con
so at current things like lockpicks and fishing rods are essentially everlasting, and will last till the end of time.
nice concept but i think it would be much more realistic if they started to break down with use, like they would in reality, so using the pick over time would make it dull or break, using a rod a lot would cause the line to wear and break or the rod to snap
the part of this with economy, it wont do much to impact it but having the need to go out and buy these items more than just once would of course flow the economy, my first fishing rod I'm sure i still have the one i got 17/18 months ago
how to make it work and still be balanced would be interesting i would say maybe have it so upon each use there is a percentage that can be RNG to determine how much of the durability is lost each time,
i would say this should apply to
- Fishing Rods
- Mining Pickaxes
- washcloths
- screwdrivers
- scissors
- drills
more extreme decay items - if you wanted to go all out with this kind of idea then there would of course be others that could be considered but i know these items would cause an outrage
- Guns - could be maintained with gun maintenance kits - if not maintained then the gun could eventually jam and become unusable
- Mele Weapons - same as guns needing something to maintain the likes of sharpness and such
- Food - rots over time
as always instead of going straight in for the -1 because of the mention of guns, at least give some more insight in a response
Pro
- more realistic RP and better for the economy
- players would be more cautious of how they are using things maybe enhancing RP
Con
- i can only assume a LOT of work for the devs to create the code to make this possible