Should weapons/armor become fubar?

Post » Thu May 19, 2011 8:53 am

As far as we know repairing weapons and armor will be quite complicated. You will need a furnace, logs to start a fire, repair items and the correct ore. So you could be tempted to repair your items only in the last moment.

Should there bea mechanisms to punish such a behavior? I think of some sort of irreparable damage that could be done to an item if its health goes under say 1/4. So if your equipment is to damaged there is a chance that the next hit will break it forever.
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carrie roche
 
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Post » Wed May 18, 2011 11:28 pm

No... Seeing as im hoping for unique items and stuff, I don't want my Ice blade of the monarch break forever just because I forgot to repair it last time I was in town. It would just add an another layer of stress to everything
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Javier Borjas
 
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Post » Wed May 18, 2011 10:22 pm

Breaking it forever? Not even master smith with a ton of ore and a fire as warm as hell could reforge it? Hell no.
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Alberto Aguilera
 
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Post » Wed May 18, 2011 8:42 pm

not a good idea at all in my opinion
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.X chantelle .x Smith
 
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Post » Thu May 19, 2011 10:38 am

Good idea but would probably only be included in a hardcoe mode.

It seems like something that would also make people more emotionally attached to their armor by having to constantly check its status.
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Mark Hepworth
 
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Post » Wed May 18, 2011 9:58 pm

It's a terrible idea.
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Harry Leon
 
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Post » Thu May 19, 2011 8:11 am

Breaking it forever? Not even master smith with a ton of ore and a fire as warm as hell could reforge it? Hell no.


It could be a (master) perk of Smithing to repair fubar items ;)
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Emma Louise Adams
 
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Post » Wed May 18, 2011 11:06 pm

It could be a (master) perk of Smithing to repair fubar items ;)


Then I'm actually in favor of it. As long as its only once it hits 0% durability
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A Boy called Marilyn
 
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Post » Thu May 19, 2011 3:32 am

Wait... How is it not ~if values drop permanently?

I'm in favor of damageable equipment (magic or otherwise); but also there should be some equipment that is magically indestructible, or with reduced degradation.
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Dagan Wilkin
 
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Post » Wed May 18, 2011 7:56 pm

As long as any master smith (which we can become and there would be a few in the game world) could reforge it and that it wouldn't happen too often, it could be added nicely.
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Lew.p
 
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Post » Thu May 19, 2011 9:09 am

No I like being able to fix them. We should have to have the proper materials like ores though rather than just a hammer.
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Juliet
 
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Post » Thu May 19, 2011 12:59 am

Hmm maybe, but there should be two options to repair them anyway:

1. A master smither in a town, expensive.
2. A master smither perk for the player.
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Chenae Butler
 
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Post » Thu May 19, 2011 4:14 am

Its enough of an incentive to repair them if their performance degrades when they are badly damaged.
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chinadoll
 
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Post » Thu May 19, 2011 10:04 am

As far as we know repairing weapons and armor will be quite complicated. You will need a furnace, logs to start a fire, repair items and the correct ore. So you could be tempted to repair your items only in the last moment.

Should there bea mechanisms to punish such a behavior? I think of some sort of irreparable damage that could be done to an item if its health goes under say 1/4. So if your equipment is to damaged there is a chance that the next hit will break it forever.


For sure.
If weapon repairing is to have any meaning and usefulness outside leisure then weapon deterioration, such as blade dulling, should mean decreased damage infliction.
Thus you'd be hard-pressed to repair it.
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Devin Sluis
 
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Post » Thu May 19, 2011 1:16 am

I don't like the idea. Sounds good, and perfectly sensible in theory, but my problem with this is we could end up with a Fallout 3 scenario, where repair was one of the most important skills, and you were practically forced to improve it. We are supposed to have a player character that we want, it's TES, if you don't want to concentrate on smithing, because it doesn't fit it with the character you envisage, and would rather pay for repairs, a system like this would punish you.
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Mr. Ray
 
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Post » Thu May 19, 2011 2:20 am

We are supposed to have a player character that we want, it's TES, if you don't want to concentrate on smithing, because it doesn't fit it with the character you envisage, and would rather pay for repairs, a system like this would punish you.


That is flatly false.
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Astargoth Rockin' Design
 
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Post » Wed May 18, 2011 8:05 pm

Its enough of an incentive to repair them if their performance degrades when they are badly damaged.

If items become to damaged they don’t work very well, usually better to use another item.
main exception is magic items you mostly use for the enchantment.
This also show the main problem with this idea. If you use low level items like leather armor either because enchantments or just because of the style, you find that it have few hit point and might be broken in a hard fight.
just the restriction against field repair will make it far harder to keep equipment going, do not se any reason to make this harder.
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Melissa De Thomasis
 
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Post » Thu May 19, 2011 7:00 am

That is flatly false.

How so? You find a magic sword, you don't have the 'repair magic swords perk'. If you increase your repair, to get the perk, you can keep using the sword, and repair it yourself before it breaks. If you have a character in mind that has other skills, not smithing, you are scared to use the sword in case it reaches 0 health and is destroyed. Without the destroyed items system, you use the sword, it reaches 0 health, you put it away, then pay to have it repaired when next in town. Remember, there is no confirmation that field repairs are out, and a bench is required. That is just speculation.
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jess hughes
 
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Post » Thu May 19, 2011 1:12 am

The 11 people who voted 'Yes' did like me and voted so fast that they assumed 'No' was on the bottom. Had to re-vote...
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lauren cleaves
 
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Post » Thu May 19, 2011 3:11 am

I don't think there's much need for that. Whether it breaks permanently or is fixable, we still can't use broken equipment so we'd still not be able to ignore repairs. If it's more complicated and can only be done in certain places, then it makes sense to have to do it less often.

Gradual loss of the item's performance should be enough to encourage people to use well-maintained equipment or use a backup weapon. Permanent loss is too heavy a consequence IMO so it'd probably just become a reload the game moment for most people.
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Stryke Force
 
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Post » Wed May 18, 2011 7:45 pm

Where has it been confirmed its going to be as complicated as the example you gave? I havnt seen anything on the specifics of repairing at all.
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Eoh
 
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Post » Thu May 19, 2011 3:24 am

Considering how quickly and commonly equipment in Oblivion dropped to 0% durability? If they change it to "no field repairs" (let alone "items break forever at 0%") they'd have to seriously reduce the rate at which damage happens (or substantially increase durability).


Heck, I had dungeon runs on my last character where I had to repair their shield from 0% every 2-3 fights.
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Rude_Bitch_420
 
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Post » Thu May 19, 2011 8:56 am

well broken iron still melts at the same temperature so i say no
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Chloe Lou
 
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Post » Thu May 19, 2011 3:30 am

That would svck every nut.
"Congratulations, hero! Take this royal family sword as a remembrance of our meeting!"
And then it's broken after much use.
Yeah, I don't like this idea at all.
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hannah sillery
 
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Post » Thu May 19, 2011 3:14 am

I would rather not, I don't want the game to punish me just because I don't repair ALL my gear after every enemy encounter, I am still not even sure how armouring is going to work, wether it will be the same as the last two games or something different remains to be seen though I'd put my money on the system being unchanged.
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Monika Krzyzak
 
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