SnuggleSnail wrote:no purpose
Generally, durability mechanics serve the purpose of being resource sinks, raising the value of whatever items are involved in maintenance or replacement. More complex systems like the one Vatas suggested also serve the purpose of adding variety; assuming you don't fix up your tool the very moment it gets damaged, it would at some point force you to choose between using that one axe that chops more slowly, that other axe that causes extra stamina drain, or that third axe that has no issues but is of lower quality. I think that specific implementation clashes a bit with the current 'carry one of each tool around at all times' gameplay caused by toolbelts (and it won't play nice with the 'automatically equip the right tool for the job' QoL mechanic also from toolbelts), but it most definitely does serve a purpose. Whether said purpose justifies the extra complexity and inevitable tedium it would add is subjective.
MagicManICT wrote:I just want to say to the post up a dozen or so since nobody else has said it--the best tools at this moment already don't stay "the best" for long, a few weeks at most, before being replaced by something else that's better. The old stuff then gets handed down. In a way, that is already a decay mechanic. Sure, that quality 100 pick axe that was made week two will persist throughout the world, but what is its worth today, over a year into the world?
Nothing, and neither is the metal it was made of. And that's part of the problem durability mechanics could solve. Just throwing a hypothetical mechanic out there, but what if to repair a tool without quality loss you'd need to use up a tool of the same type with at least 70% of the damaged tool's quality? That way the q100 pickaxe would remain relevant, as would the resources required to craft it, as long as your best pickaxes aren't above q142.
Ironically, by posting this thread, Jordancoles got people to talk about durability mechanics and ways they could work. I wouldn't be surprised if this actually inspires devs to add some kind of durability mechanic to the game, rather than preventing it from happening.