- Forums
- Idea Submission
- Item durability system
Mon Mar 8 20:04:20 EST 2021
Quote from Cyberkilla
I also had ideas about weapon skill, where your use of a weapon gives you a "weapon mastery" that results in extra buffs whenever you use that type of weapon (e.g. low tech, rifle, explosive). Just more things to think about. Too many ideas
Gear Mastery sounds like a great idea! That'd be real cool!
Tue Apr 27 4:10:22 EDT 2021
So in essence, if you are active you are going to have to do this a lot more than players that arent??
Tue Apr 27 10:07:45 EDT 2021
Quote from DemonicJ
So in essence, if you are active you are going to have to do this a lot more than players that arent??
What, the repairing? What's wrong with that? If you're properly active and attacking a lot then you should expect to have to repair more often. Those inactive people won't have to repair their gear if they don't attack but you're getting exp for your trouble so you aren't losing out.
Tue Apr 27 10:22:06 EDT 2021
Well naturally the more action equipment gets the faster it gets damaged, but inactives are in for rude awakening when they find their equipment completely tarnished when they come back (the idea is that smaller damage is cheaper per dmg_point to repair than if it was heavily damaged), since they are free pickings for getting attacked.
¯\_(ツ)_/¯
Tue Apr 27 17:15:00 EDT 2021
Quote from Aurum KodEXo
Well naturally the more action equipment gets the faster it gets damaged, but inactives are in for rude awakening when they find their equipment completely tarnished when they come back (the idea is that smaller damage is cheaper per dmg_point to repair than if it was heavily damaged), since they are free pickings for getting attacked.
Yeah , that will make them want to stay when they come back to detroyed items
Wed Apr 28 8:49:22 EDT 2021
Quote from Aurum KodEXo
Well naturally the more action equipment gets the faster it gets damaged, but inactives are in for rude awakening when they find their equipment completely tarnished when they come back (the idea is that smaller damage is cheaper per dmg_point to repair than if it was heavily damaged), since they are free pickings for getting attacked.
I'm feeling like inactives should be swept under the rug after a while. I already hide them from certain leaderboards and listings. I know that'll impact the swift kill list, but I don't know perhaps they shouldn't be so exposed.
Seems like a solvable problem though.
Invisible War ][