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Junior~BR~

Itens durability

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Well, guys. :)

 

I'd like to suggest the implantation of durability indication on equiped/stored itens.

this case can help the players to monitor your itens and change/repair on right time. :hug:

 

One exemple...

(Using view cursor on new Titaniun Cuisses)

 

Titaniun Cuisses

Armor 6-6

Durability 70/70

+1 heat, cold, magic protection

+1 radiation protection

 

(Using view cursor on used titaniun cuisses)

Used Titaniun Cuisses

Armor 6-6

Durability 30/70

+1 heat, cold, magic protection

+1 radiation protection

 

It's very nice to help the players and control your itens. and the economy can be estructured to prices folowing the durability level of determined iten.

 

Can be created mainantence kits to determined itens of they of can be repaired at mocraven / zirankibar any time to keep then always good.

 

:P Think about it...

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Your suggestion implies that items have some sort of "used" status or a useful life expectancy. They don't. So there's nothing that could be viewed/measured/displayed. A brand new item just made has the same status and "durability" as one that was made two years ago and used every day.

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The measurement of durability dont need to be "real time" like current xp system

its can be a calculation between monster power - armor defense / battle time (exemple) when the figth finish u got your degradation level.

 

I just think this can let the players control your itens.

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Let me say it a different way: Items do not have individual stats. There is no possibility for one item to be more used (have less durability) than another item. It's simply a random chance during use for an item to degrade or break. A degraded item is a unique item to the non-degraded one. It is not an item status, so there's nothing to measure or display.

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Let me say it a different way: Items do not have individual stats. There is no possibility for one item to be more used (have less durability) than another item. It's simply a random chance during use for an item to degrade or break. A degraded item is a unique item to the non-degraded one. It is not an item status, so there's nothing to measure or display.

 

Ok its clear.

 

"We, players/AI, got on our hits"

"Mormal Hit."

"Critical Hit."

"Degradation Hit"

 

and evasions

"Normal / critical hit evasion"

"Degradation hit evasion"

 

 

There's a percentage to hit any kind of hits.

Exemple:

Normal hit (25% or less)

Critical Hit (20% or less)

Degradation hit (5% or less)

 

and

Theres a percentage to any kind of evasions.

Exemple:

Normal hit Evasion (20% or less or more)

Critical hit Evasion (30% or less or more)

"Degradation Hit Evasion" (50% or less or more)

 

and

No more Tears not reduce to 1/4 the change to break /degrade one iten... just raise the "degradation hit evasion" to XX%)

 

and

the Degradation Hit evasion is suffer astrology variations "harvest / degrade indicator"

the Degradation Hit evasion is showed on "harvest / degrade indicator"

 

Is that i understand.. on all battles / events we suffer all those hits and we evade then, there a "randon" chance to this hit, hit us, and "degrade" turning ours itens. but its all mathematics!

 

 

I'll ask again...

Its hard to create a data base of itens and control the measurement of degradation level for "players" control?

You like database menager can have a full control of itens date creation, fix, quantity, current durability level ... or just for monitoring

 

I guess not.

You already have a item quantity database...

Just compatibilizations must be done, turning the itens on individal and controling they...

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Let me say it a different way: Items do not have individual stats. There is no possibility for one item to be more used (have less durability) than another item. It's simply a random chance during use for an item to degrade or break. A degraded item is a unique item to the non-degraded one. It is not an item status, so there's nothing to measure or display.

 

Ok its clear.

 

There's a percentage to hit any kind of hits.

Exemple:

Normal hit (25% or less)

Critical Hit (20% or less)

Degradation hit (5% or less)

 

and

Theres a percentage to any kind of evasions.

Exemple:

Normal hit Evasion (20% or less or more)

Critical hit Evasion (30% or less or more)

"Degradation Hit Evasion" (50% or less or more)

 

You are missing the point... there is no such thing as percentages of degradation. Every hit you take has a chance of damaging or destroying your items. If they are not damaged/destroyed... then they are as good as new.

 

An item is as new, degraded/damaged, or destroyed... OK? It is a binary, Yes/No type of thing for each hit, only some items have the intermediate "Damaged" state, which gives you a chance to repair

 

OK?

 

Stewbaby

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Let me say it a different way: Items do not have individual stats. There is no possibility for one item to be more used (have less durability) than another item. It's simply a random chance during use for an item to degrade or break. A degraded item is a unique item to the non-degraded one. It is not an item status, so there's nothing to measure or display.

 

Ok its clear.

 

There's a percentage to hit any kind of hits.

Exemple:

Normal hit (25% or less)

Critical Hit (20% or less)

Degradation hit (5% or less)

 

and

Theres a percentage to any kind of evasions.

Exemple:

Normal hit Evasion (20% or less or more)

Critical hit Evasion (30% or less or more)

"Degradation Hit Evasion" (50% or less or more)

 

You are missing the point... there is no such thing as percentages of degradation. Every hit you take has a chance of damaging or destroying your items. If they are not damaged/destroyed... then they are as good as new.

 

An item is as new, degraded/damaged, or destroyed... OK? It is a binary, Yes/No type of thing for each hit, only some items have the intermediate "Damaged" state, which gives you a chance to repair

 

These percentages are indicators to this "activation binary hit" be "yes"

 

Its clear now there are only 2 levels of some itens and 1 level on others itens...

 

Item type with 2 levels:

Lv0=Normal

Lv1=Degraded (if binary hit=yes)

Lv2=Destroyed (if binary hit=yes)

 

At this case this item can be repaired= yes/not

(if yes active lv0 then u "regenerate" your item)

(if not active lv2 then u lose your item)

 

Item type with 1 level:

Lv0=Normal

Lv1=destroyed (if binary hit=yes).

 

At this case you lost your item.

 

So some itens can existing for years... or seconds.

Its all luck right?.

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So some itens can existing for years... or seconds.

Its all luck right?.

Yes.

 

Actually, there aren't any three-state items. A degraded item is unique item. It's just that some items when "destroyed" go to the degraded state instead of vanishing. If a degraded item is destroyed then it vanishes.

 

But you have it now. Each hit has some small percentage to "destroy" an item. There's no history and no such thing as a "used" item. No need to ask someone if the item you're about to buy is freshly made or "used" because the concept doesn't exist.

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