What if items had a chance to break when you used them and the probability of them breaking increased the more an item was used ?
also what if crafting had a chance to be unsuccessful?
do you guys think this would be a good idea for this game?
DreadDawson wrote:Please no. Also, there is a chance to fail at lighting fires.
DreadDawson wrote:As a miner/smith, it would be terrible if on top of all the slimes trying to kill me, my high q pickaxe broke. Then when I go to try and replace it, my high q hammer breaks. Now I'm without a good axe, and a good hammer. Now to get more good iron I'll have to go back a week of materials grind, assuming my new items don't break in that time period.
Helio wrote:DreadDawson wrote:As a miner/smith, it would be terrible if on top of all the slimes trying to kill me, my high q pickaxe broke. Then when I go to try and replace it, my high q hammer breaks. Now I'm without a good axe, and a good hammer. Now to get more good iron I'll have to go back a week of materials grind, assuming my new items don't break in that time period.
i see why that would be frustrating, but that is exactly the point. Right now i think that the game is a little too straightforward, resulting in formulas people can use to be efficient, and that makes people reach the end way too fast no matter how much extra endgame stuff is thrown in. If unexpected things happen i think it would make the game a lot more interesting. Also as stated in your case, if bad quality things break it doesn't matter but if something high quality breaks it is bad news, making doing things more high risk/reward and less straightforward.
Aceb wrote:Helio wrote:DreadDawson wrote:As a miner/smith, it would be terrible if on top of all the slimes trying to kill me, my high q pickaxe broke. Then when I go to try and replace it, my high q hammer breaks. Now I'm without a good axe, and a good hammer. Now to get more good iron I'll have to go back a week of materials grind, assuming my new items don't break in that time period.
i see why that would be frustrating, but that is exactly the point. Right now i think that the game is a little too straightforward, resulting in formulas people can use to be efficient, and that makes people reach the end way too fast no matter how much extra endgame stuff is thrown in. If unexpected things happen i think it would make the game a lot more interesting. Also as stated in your case, if bad quality things break it doesn't matter but if something high quality breaks it is bad news, making doing things more high risk/reward and less straightforward.
1. Do not exploit or "outsmart" the way of playing
2. Do not trade for goody goodies
3. Try to get everything from the base
4. Watch how slowly everything goes up.
The most valueable resource is time. And You skip pretty much a good chunk of time when You trade or cheese. Without that, I can assure You... It is not that fast and straightforward.
Especially if You get ganked or something and lost some tools. If You like to live on the edge of course.
Stuff gets slowly harder. It's not that hard now as updates comes when people are already advanced, but for someone who do not have so much ideas on to how to do stuff, it takes even more time.
Besides, many villages used to (I do no know if still) share best Q tools for biggest effects so I guess that those would break pretty fast. Not to say, selling a tool that is expected to be done in some next uses... And then, many people be like... "LET US REPAIR THAT" and here circle closes.
Just no. No.
Users browsing this forum: Amazon [Bot], Claude [Bot] and 80 guests