cooltrickle Posted December 22, 2011 Author Share Posted December 22, 2011 Sarcasm aside, all you've said is you prefer having a repair system, like Oblivion. And like I've said: it's not very interesting. Bethesda killed weapon repair for a reason. But, if you want to bring it back, all you have to do is make a mod for that. Good luck. Obviously, my idea is not for everyone. Some people like to max out everything and become so powerful that the game is completely safe for them. Then there are people who like the game to be extremely hard. I'm somewhere inbetween; I like some unpredictability and I believe a breakable equipment mod will give me that. Equipment isn't going to break so often it becomes tedious. I would much rather reforge a weapon occasionally and actually use my smithing, enchanting skills, etc., than keep "improving" my sword over and over. That system is exactly like the Oblivion one I'm trying to avoid, only you are "improving" it, instead of using a hammer. I don't want to be constantly maxing my sword damage by using a grinding wheel. The enemies you face are mainly based on your level, not your sword. With your idea, if you haven't improved your sword lately, fights are going to become drawn-out and tedious because you will be scratching away at the enemy. I'm trying to add excitement not take it away. You're also forgetting that equipment breaking during tough fights might actually make combat less predictable and more dangerous. In other words, playing the game is more interesting. Equipment is more likely to break during a long fight than a short fight, but even at zero weapon condition, a sword only has a 25% chance of breaking. At this point, the player can choose to make a new sword, make minor repairs, or take a chance. Also, the chance of breaking could increase during a power attack. If your weapon is at zero condition, a power attack becomes very risky, jumping from 25% of breaking to 35% chance. It would be wise not to use a power attack until the enemy is close to death. That's right, now it's actually a strategic decision whether to use a power attack or not, in some circumstances, rather than just because you can. (If that's too much for you to handle, try a sword-sharpening mod. One week you use the grinding stone in Whiterun, and then, just for a bit of excitement, next week use the one in Riften. Don't forget your ingots! Then, just sit back and enjoy that sword-sharpening menu/animation, as you "improve" your sword after every fight so as not to lose damage. )<-- Sarcasm. Oh, okay so you're saying there is only a chance that 4 of my 16 hits will break my sword when I am killing the dragon.. that isn't so likely... I don't know where you learned statistics but a 1 in 4 chance doesn't qualify for "only" status. You don't hear people say "you only have a 1% chance of success, go on in there now" without sarcasm at least. Somebody already said this previously, it is more realistic that the blade become dull than break entirely. Did you know that metal actually becomes stronger the more you hit it with something.. amazing eh! http://en.wikipedia.org/wiki/Work_hardening Yea it really exists.. I just quoted the first two paragraphs because I lost interest after that. Look, I don't care about realism. I don't care about advanced statistics. I just want there to a a reasonable chance of my sword breaking if I've been using it a for a while. What is your problem? If you don't like the idea, just don't read the thread or use the mod when it's ready. It's simple. Read my posts again and you'll see that the only time I complained of realism is when I played Oblivion and I hammered by sword and armour and every fight. This isn't realistic, as just hammering stuff just magically fix it, and I find it tedious. Bethesda took it out of the game, which is no big deal, but they didn't replace it with anything. I've chosen to replace that with breakable weapons. I don't mind the opportunity to forge weapons again, and actually use my smithing abilities. So, this idea does exactly what I want. If you don't want it, don't use this mod. And yes, weapons that never need sharpening is not realistic as I've already said, but I don't care. Don't bother posting again unless you have something interesting to say. The forum is supposed to be for constructive criticism, not telling me you don't want this mod. If you don't like it, move on, just like nearly every member of this forum does, when they read something that doesn't interest them. Oh, I can't believe you're actually arguing with me over my use of the word "tedious". :facepalm: Link to comment Share on other sites More sharing options...
Arcadiast Posted December 22, 2011 Share Posted December 22, 2011 I do think that wearing out equipment would be a good idea not solely for Combat purposes but Smithing would make a lot more sense. A few examples of what comes in my mind: - Master Smiths Chance: as a Master Smith (Smithing 100) there is (lets say) a very small chance that you create a "unique" Item. Lets take a Iron Sword for example. It would look like a Iron Sword but a little sharper and with some random unique Attributes (wears of half as much as normal or does more damage to undead or faster swings etc.) - Skillful Warrior Smith: the better your Smithing skills, the slower your Weapons degration. Thats mainly because as a good Smith you have a much better understanding of your Weapons Materials attributes and use it accordingly. - Field Repair Perk: basically a feature where you will be able to repair your equipment "on the go". Not as good as you can with proper tools though. These are just the ones that "pop" into my mind. I am sure there are a lot more possibilies to implement interesting, challenging and entertaining features. Bottom line, I like the general idea! Link to comment Share on other sites More sharing options...
cppcooper Posted December 22, 2011 Share Posted December 22, 2011 (edited) I just quoted the first two paragraphs because I lost interest after that. Look, I don't care about realism. I don't care about advanced statistics. I just want there to a a reasonable chance of my sword breaking if I've been using it a for a while. What is your problem? If you don't like the idea, just don't read the thread or use the mod when it's ready. It's simple. Read my posts again and you'll see that the only time I complained of realism is when I played Oblivion and I hammered by sword and armour and every fight. This isn't realistic, as just hammering stuff just magically fix it, and I find it tedious. Bethesda took it out of the game, which is no big deal, but they didn't replace it with anything. I've chosen to replace that with breakable weapons. I don't mind the opportunity to forge weapons again, and actually use my smithing abilities. So, this idea does exactly what I want. If you don't want it, don't use this mod. And yes, weapons that never need sharpening is not realistic as I've already said, but I don't care. Don't bother posting again unless you have something interesting to say. The forum is supposed to be for constructive criticism, not telling me you don't want this mod. If you don't like it, move on, just like nearly every member of this forum does, when they read something that doesn't interest them. Oh, I can't believe you're actually arguing with me over my use of the word "tedious". :facepalm: I am arguing that you are hypocritical, I don't care how you use your words.. I care why you use them. If you are arguing that I am doing something but in fact you are doing it, of course I will argue. That is just common sense. I actually like the idea of breakable equipment, what I don't like is doing something tediously. I would like a mod that made equipment breakable.. What I don't want however is having a really high chance of that happening, because that would............. BE TEDIOUS. You say the forums are about collaboration, and that is true, I am all about constructive criticism I actually included your ideas, I did not rule them out.. like you are doing. So again a little bit hypocritical.. just a little bit though!! Maybe you should care to read a post in its entirety before arguing its intentions. Edit: Almost forgot, nothing about anything I said involved "advanced statistics" just basic ones. Apparently you are bad at fractions and statistics in general though because a 25 or 35 % chance has a really high probability of occurring when you have 4 or 5 chances of it happening each interaction you have. As an aside, you don't seem to mention how the condition actually degrades. Is it damage based, is it -1 per attack or block.. how do you have the value decay over time? Is it linear, is it curved like my suggestion? More info please. Edited December 22, 2011 by Sagenth Link to comment Share on other sites More sharing options...
OrphenFire Posted December 22, 2011 Share Posted December 22, 2011 All your care about is having your stuff break? Why? That's not fun at all. What Sagenth suggested is the most logical and fun input I have read. If anyone plans on making a degradable mod, please follow Sagenth's idea. The chances of something breaking should be EXTREMELY low, but still present. It should be rare enough that when it happens, you'll be utterly shocked. Not every single encounter you walk away from with a broken sword. Having an item degrade over time as you use it is the best implementation, but it shouldn't be as fast as Oblivion. It should take enough time that you almost forget every now and then until you notice your weapon is doing a lot less damage than several hours ago. Then you realize you better head to a city and do some maintenance to keep it in good shape. Also, I think something you're failing to realize, cooltrickle, is that anyone who exploits the armour/hitting level up thingies isn't going to care about something like this. Your mod wouldn't even matter to somebody who prefers exploiting a power leveling feature like the armour thing. Link to comment Share on other sites More sharing options...
cooltrickle Posted December 22, 2011 Author Share Posted December 22, 2011 I just quoted the first two paragraphs because I lost interest after that. Look, I don't care about realism. I don't care about advanced statistics. I just want there to a a reasonable chance of my sword breaking if I've been using it a for a while. What is your problem? If you don't like the idea, just don't read the thread or use the mod when it's ready. It's simple. Read my posts again and you'll see that the only time I complained of realism is when I played Oblivion and I hammered by sword and armour and every fight. This isn't realistic, as just hammering stuff just magically fix it, and I find it tedious. Bethesda took it out of the game, which is no big deal, but they didn't replace it with anything. I've chosen to replace that with breakable weapons. I don't mind the opportunity to forge weapons again, and actually use my smithing abilities. So, this idea does exactly what I want. If you don't want it, don't use this mod. And yes, weapons that never need sharpening is not realistic as I've already said, but I don't care. Don't bother posting again unless you have something interesting to say. The forum is supposed to be for constructive criticism, not telling me you don't want this mod. If you don't like it, move on, just like nearly every member of this forum does, when they read something that doesn't interest them. Oh, I can't believe you're actually arguing with me over my use of the word "tedious". :facepalm: I am arguing that you are hypocritical, I don't care how you use your words.. I care why you use them. If you are arguing that I am doing something but in fact you are doing it, of course I will argue. That is just common sense. I actually like the idea of breakable equipment, what I don't like is doing something tediously. I would like a mod that made equipment breakable.. What I don't want however is having a really high chance of that happening, because that would............. BE TEDIOUS. You say the forums are about collaboration, and that is true, I am all about constructive criticism I actually included your ideas, I did not rule them out.. like you are doing. So again a little bit hypocritical.. just a little bit though!! Maybe you should care to read a post in its entirety before arguing its intentions. Edit: Almost forgot, nothing about anything I said involved "advanced statistics" just basic ones. Apparently you are bad at fractions and statistics in general though because a 25 or 35 % chance has a really high probability of occurring when you have 4 or 5 chances of it happening each interaction you have. As an aside, you don't seem to mention how the condition actually degrades. Is it damage based, is it -1 per attack or block.. how do you have the value decay over time? Is it linear, is it curved like my suggestion? More info please. You reason you think I'm a hypocrite is because you either have not read my post or do not understand what I have written. Oblivion forced you to use your hammer to repair equipment after taking damage (if you are playing the game at a challenging difficulty level, a max damage sword makes a big difference, in vanilla Oblivion. Therefore, you don't have an option, you must fix your equipment.) I found this a chore, or in other words dull or tedious. Breakable equipment mod does not require you to maintain equipment, but when the condition of your sword or armour becomes zero, at that point you will have a 25% of breaking it. You might have hundreds of uses out of a sword before it breaks. At that point you will have to make a new one. How is that tedious? You could have dozens or scores of fights without needing to forge a new sword. My system is nothing like the Oblivion system so I'm not a hypocrite. Also, 25% is just a figure I gave as an example; I made this clear, so why nit-pick about it? It's so easy to tweak, there's no reason to argue about it. When this mod is made, the user will be able to configure the break chance to whatever they want. I have no intention of forcing my numbers on someone else. That seems to be your real complaint about this idea. In your last post, you actually said you like my idea of breakable equipment. Read your other posts objectively, and you will agree that you didn't make this clear previously. You said in your first reply that you like your ideas better. How is that inclusive of my ideas? Anyway, I'm looking to collect people that are interested in this mod and will offer advice to develop the idea. You rejected my idea and tried to change it to something I don't want; something which closely resembles the system in Oblivion. This became clear in your second to last post which is why I barely read it. Why should I? The only reason I'm replying to your last post is because you have changed your attitude, and have asked some constructive questions. I read the post I skipped over again, and I see that you buried a constructive paragraph in the middle of your post. The beginning of that post was sarcastic and the last paragraph was sarcastic, can you blame me for assuming the middle was sarcastic too? It was actually a useful paragraph, I just wish you could have posted that at the beginning. As for degrade rate. I want to keep it as simple as possible, so a linear rate. If we use the charge/cost system then, the better the material, then the smaller the cost. This means better materials take longer to break. I'm not sure improvements made to equipment should make any difference. Alternatively, we could just have a health bar for equipment; bigger health bars for better materials. After every hit, the health is reduced by 1. So, if an iron sword has a health of 100, after 100 hits it reaches zero: 81-100 = 0% break chance61-80 = 5% 41-60 = 10%21-40 = 15%1-20 = 20 %0 = 25% Some people might not like 0 representing 25% and 1 being 20%. We could just eliminate zero from the scale, so the max break chance become 20%, or 30% if power attacks are made a factor. This is optional. So, if you make an attack with a sword at 1-20 health, you have a 20% to break it. This doesn't mean you have a 20% chance of breaking the sword whenever you use it. It's only when your sword is at 1-20 health. That would represent quite an old sword, that has seen a lot of fights. I can understand it breaking at that point. Remember, this example is an iron sword, better materials will not break so easily, and no material will break at a rate that is annoying to the player. This is not a realism mod. In Oblivion, a broken equipped item would just vanish from your hand or body and appear in your inventory as a broken item. This is good as it reminds the player of what the item is, so they can make a new one, either from scratch or the other option, which is described below. Personally, I don't mind forging a new item from scratch, as it gives me a chance to use the smithing system in a meaningful way. (I have a huge stockpile of materials I'm not currently using due to immortal equipment, and I'm not playing as a thief or even trying to amass wealth.) This mod also adds a financial consequence to breaking your equipment, giving me something to spend my gold on. I think all of this adds a little more immersion and increases the players interaction with the world. Optional: If you wanted to make it super-easy to create a new sword after your old one broke, you could take the old sword to a workbench and apply a number of ingots to it. This would avoid the need for you to put on alchemy equipment and whatever to enchant the sword again. And there is also no need to use the forge. This would fix your other complaint. Hopefully, this post solves the problems between us, and we can go forward without anymore sarcasm. (Yes, I was sarcastic too, but only after a sarcastic reply.) Link to comment Share on other sites More sharing options...
cppcooper Posted December 22, 2011 Share Posted December 22, 2011 All your care about is having your stuff break? Why? That's not fun at all. What Sagenth suggested is the most logical and fun input I have read. If anyone plans on making a degradable mod, please follow Sagenth's idea. The chances of something breaking should be EXTREMELY low, but still present. It should be rare enough that when it happens, you'll be utterly shocked. Not every single encounter you walk away from with a broken sword. Having an item degrade over time as you use it is the best implementation, but it shouldn't be as fast as Oblivion. It should take enough time that you almost forget every now and then until you notice your weapon is doing a lot less damage than several hours ago. Then you realize you better head to a city and do some maintenance to keep it in good shape. Also, I think something you're failing to realize, cooltrickle, is that anyone who exploits the armour/hitting level up thingies isn't going to care about something like this. Your mod wouldn't even matter to somebody who prefers exploiting a power leveling feature like the armour thing. Heh, thanks for the support. Now I do believe that there should be situations where the chance of something breaking will be high.. I would even say as high as 10% but it needs to be calculated and believable. It needs to be believable because when players are playing a game and they keep losing in an unbelievable situation they get fed up and quit, unless they are masochists like I am in which case it is the tediousness of something that will make them become fed up. I like the base values I provided but on top of those it should modify those values according to the forces in the system. Which will change depending on the type of equipment.Where a weapon taking damage would only depend on the level of quality and the damage being input into the system from the opponent (physical damage only) opposed to armour taking into account both the quality and the damage but also the armour rating. Weapons:Base Chance - Changes depending on the situation as explained before in a previous post.Quality LevelDamage - only when blocking damage Example Equation:Chance = ( BC / Q ) * DamageIt might be worth writing up one specifically for attacking and hitting an opponent's armor / weapon Armour:Base ChanceQuality LevelDamageArmour Rating Example Equation:Chance = ( BC / Q ) * ( Damage / Armour Rating )This one actually would decrease the chances further from the base chance depending on the input damage and the armour's rating. Anyways, just my suggestions on how to calculate it. It definitely shouldn't be static, that is all I can say confidently. We have already established that I am not the only one who believes the chance of stuff breaking should be low. Now for epic battling sake when you are up against something outfitted better than you, or simply stronger than you then the chance of something breaking should go up a believable but gentle way. That would make it a little bit more interesting if you are already losing the fight, you might have to give up and run away with your tail between your legs. Link to comment Share on other sites More sharing options...
cooltrickle Posted December 22, 2011 Author Share Posted December 22, 2011 All your care about is having your stuff break? Why? That's not fun at all. What Sagenth suggested is the most logical and fun input I have read. If anyone plans on making a degradable mod, please follow Sagenth's idea. The chances of something breaking should be EXTREMELY low, but still present. It should be rare enough that when it happens, you'll be utterly shocked. Not every single encounter you walk away from with a broken sword. Having an item degrade over time as you use it is the best implementation, but it shouldn't be as fast as Oblivion. It should take enough time that you almost forget every now and then until you notice your weapon is doing a lot less damage than several hours ago. Then you realize you better head to a city and do some maintenance to keep it in good shape. Also, I think something you're failing to realize, cooltrickle, is that anyone who exploits the armour/hitting level up thingies isn't going to care about something like this. Your mod wouldn't even matter to somebody who prefers exploiting a power leveling feature like the armour thing. Are you trolling? If not you clearly haven't read/understood anything I posted. My idea does involve degrading weapons. However, the effect is not to reduce the damage your weapon does, but gradually increase the chance of the sword breaking. This is new. Oblivion required you to fix your sword frequently otherwise it would reach zero health and become unusable. At that point you could just hammer it, and it would magically return to full health. I don't like this. Once a sword is broken, it needs to be forged again. Unless your using the option I recently added for players that want to avoid that, but still like the idea of a sword breaking occasionally. I'm personally, not interested in repairing weapons, which is what I was trying to make clear to Sagenth. He originally said, "Lastly I think that the items should not be breakable". So, by wanting weapons to be breakable, which you've admitted, you are actually agreeing with me and not Sagenth. Nearly everything you've said is just regurgitating my own ideas that I've already laid out in this thread, so I'm confused why you are trying to convince me of the worth of my own idea. Sagenth has redeemed himself by adding something intelligent and I understand that he now likes the idea of breakable equipment. You, on the other hand, should avoid posting again unless you have something to add that I haven't said already. Also, don't add ideas that are contradictory to the purpose of my mod. This is not a general discussion area or debate, so you don't have any right to add anything except useful and constructive criticism. My reference to power-levelling is minor and just an afterthought. This mod is for people who like a close challenge; not too easy and not too hard. A sword breaking at the wrong time might make the difference in a tough fight and add some unpredictability and removes immortal equipment, placing some financial burdens on the player. All welcome but minor additions to the game which will add to it's richness, as more mods arrive. If you want a simple weapon degrade and repair mod then start a new thread. That's what nearly every other member does here. They don't hijack other people's request threads. Link to comment Share on other sites More sharing options...
OrphenFire Posted December 22, 2011 Share Posted December 22, 2011 (edited) I read the whole thread. I know what you're saying and I know what Sagenth is saying. But your proposed probabilities are outlandish. Like Sagenth said, 25% chance of breaking means that if I hit something merely 4 times, there is almost a certain chance that my weapon will break. I understand that that is when the weapon reaches 0% integrity, but that's still too high. No weapon would ever become that brittle. The only thing that could do that would be oxidation, which isn't something that happens from constant use. Degradation of the weapon would entail slowly diminishing the weapon's usefulness AND integrity. That is, the stats of the weapon decrease over time, AS WELL AS the chance of the weapon breaking, but both on a very low scale. Even at 0% integrity, the chance of breaking the weapon should be around only 10% in a basic combat situation. However, there should be instances where the chance of breaking a weapon dramatically increase. When hitting something that is harder than the weapon. Like dragons, the strongest of the heavy armours or the sides of buildings. When in combat with these things, if the weapon is not in pristine condition, the chance of breaking your weapon could increase by 50%, but the standard degradation of its stats is not altered. I noticed you stress that you don't agree with "magically" fixing your weapon with the smithing hammer. It isn't magic, it's smithing. Although in Skyrim it would be much better that Oblivion because you would have to actually travel to a city with a grinding stone and perform maintenance on your weapon there, with the proper resources. I don't see how this could be deemed tedious as long as the degradation process is slow enough. It should be slow enough to notice and cause repairs to be needed per every 10 encounters on average (encounters vary in difficulty, I know). Not so quick that after every single fight your weapon is noticeably performing like s***. I wasn't trolling, but hopefully this post has more thoroughly relayed my ideas about this mod to you. I do want to see something like this in Skyrim. Edit: When I say 50%, I mean an 50% increase of the base percentage. So if the chance to break the weapon is currently at 5%, a 50% increase would bring it up by 2.5%, totalling at a 7.5% chance of breaking the weapon. If it's at 10%, it would increase by 5%, bringing it to 15%. I hope I've made this clear. Edited December 22, 2011 by OrphenFire Link to comment Share on other sites More sharing options...
cooltrickle Posted December 22, 2011 Author Share Posted December 22, 2011 I read the whole thread. I know what you're saying and I know what Sagenth is saying. But your proposed probabilities are outlandish. Like Sagenth said, 25% chance of breaking means that if I hit something merely 4 times, there is almost a certain chance that my weapon will break. I understand that that is when the weapon reaches 0% integrity, but that's still too high. No weapon would ever become that brittle. The only thing that could do that would be oxidation, which isn't something that happens from constant use. Degradation of the weapon would entail slowly diminishing the weapon's usefulness AND integrity. That is, the stats of the weapon decrease over time, AS WELL AS the chance of the weapon breaking, but both on a very low scale. Even at 0% integrity, the chance of breaking the weapon should be around only 10% in a basic combat situation. However, there should be instances where the chance of breaking a weapon dramatically increase. When hitting something that is harder than the weapon. Like dragons, the strongest of the heavy armours or the sides of buildings. When in combat with these things, if the weapon is not in pristine condition, the chance of breaking your weapon could increase by 50%, but the standard degradation of its stats is not altered. I noticed you stress that you don't agree with "magically" fixing your weapon with the smithing hammer. It isn't magic, it's smithing. Although in Skyrim it would be much better that Oblivion because you would have to actually travel to a city with a grinding stone and perform maintenance on your weapon there, with the proper resources. I don't see how this could be deemed tedious as long as the degradation process is slow enough. It should be slow enough to notice and cause repairs to be needed per every 10 encounters on average (encounters vary in difficulty, I know). Not so quick that after every single fight your weapon is noticeably performing like s***. I wasn't trolling, but hopefully this post has more thoroughly relayed my ideas about this mod to you. I do want to see something like this in Skyrim. I can't believe you've made this reply when I've explained more than once that the figure of 25% is just an example. I just plugged some figures in to better describe the mod. Why are people arguing about this? You can make the number anything you want. If anyone makes this argument again, I will report that user for trolling and just being an idiot. The smithing hammers in Oblivion weren't magical, I know, but they had no substance. You're right, it is much better in Skyrim. Despite your arguments you seem to want exactly what I want, with the exception of degrading weapon damage. This is something I want to avoid. Look, if a sword does less damage as it degrades then who will use that sword long enough for it to ever break? Why would you carry a sword around with you with low damage? Most people would just fix it, because it doesn't deliver enough damage. And if they do that, the sword health will never be low enough for the sword to ever break. If the sword never breaks, it defeats the entire purpose of this mod, doesn't it? That's why I'm against weapons becoming less powerful. With this mod, swords will degrade over time but they will not get weaker. The only consequence will be that the chance of that sword breaking will gently and slightly increase over time. Now, I really cannot make this mod idea, any clearer than I have. If you like my idea, please take the time to carefully read through my posts so you can add something useful. Link to comment Share on other sites More sharing options...
cppcooper Posted December 23, 2011 Share Posted December 23, 2011 (edited) The* reason you think I'm a hypocrite is because you either have not read my post or do not understand what I have written. You might have hundreds of uses out of a sword before it breaks. My system is nothing like the Oblivion system so I'm not a hypocrite. Also, 25% is just a figure I gave as an example; I made this clear, so why nit-pick about it? It's so easy to tweak, there's no reason to argue about it. You said in your first reply that you like your ideas better. How is that inclusive of my ideas? Anyway, I'm looking to collect people that are interested in this mod and will offer advice to develop the idea. You rejected my idea and tried to change it to something I don't want; something which closely resembles the system in Oblivion. This became clear in your second to last post which is why I barely read it. Why should I? The only reason I'm replying to your last post is because you have changed your attitude, and have asked some constructive questions. I read the post I skipped over again, and I see that you buried a constructive paragraph in the middle of your post. The beginning of that post was sarcastic and the last paragraph was sarcastic, can you blame me for assuming the middle was sarcastic too? It was actually a useful paragraph, I just wish you could have posted that at the beginning. As for degrade rate. I want to keep it as simple as possible, so a linear rate. If we use the charge/cost system then, the better the material, then the smaller the cost. This means better materials take longer to break. I'm not sure improvements made to equipment should make any difference. Alternatively, we could just have a health bar for equipment; bigger health bars for better materials. After every hit, the health is reduced by 1. ..better materials will not break so easily, and no material will break at a rate that is annoying to the player. This is not a realism mod. In Oblivion, a broken equipped item would just vanish from your hand or body and appear in your inventory as a broken item. This is good as it reminds the player of what the item is, so they can make a new one, either from scratch or the other option, which is described below. Personally, I don't mind forging a new item from scratch, as it gives me a chance to use the smithing system in a meaningful way. (I have a huge stockpile of materials I'm not currently using due to immortal equipment, and I'm not playing as a thief or even trying to amass wealth.) This mod also adds a financial consequence to breaking your equipment, giving me something to spend my gold on. I think all of this adds a little more immersion and increases the players interaction with the world. Optional: If you wanted to make it super-easy to create a new sword after your old one broke, you could take the old sword to a workbench and apply a number of ingots to it. This would avoid the need for you to put on alchemy equipment and whatever to enchant the sword again. And there is also no need to use the forge. This would fix your other complaint. Hopefully, this post solves the problems between us, and we can go forward without anymore sarcasm. (Yes, I was sarcastic too, but only after a sarcastic reply.) "Sagenth has redeemed himself by adding something intelligent and I understand that he now likes the idea of breakable equipment." Wow... You are so high and mighty that you believe somebody is only intelligent if they see the benefits of PART of your idea and only then. Their own ideas, alterations, and suggestions have no merit on their intelligence. What an audacious comment! I didn't redeem myself.. I simply made you see light at the cracks of the door. No the reason(s) I think you are a hypocrite are clearly defined in my own words. I am pretty sure I know what my thoughts are. I understand what you have Written better than you do, I may not understand your thoughts for writing it but I feel confident about my assessments. With my alterations to the whole idea you also get hundreds of uses.. possibly even hundreds of thousands if you are indeed a lucky person. However since it can go on indefinitely might as well merge a couple of mechanisms to create degradation as well. No. Useful things are best sandwiched between sarcastic and mean spirited comments, just ask Steve Jobs when you die; or any of his employees. The point of discussion boards are for people to discuss things and, generally speaking, during discussions people tend to change their opinions to adapt to both the conversation and the other person's perspective. I may come in with an opinion that the idea is utterly horrible and the base problem should be filled with x y but not z, like I did. I realized the novelty of having a sword break, the possibility of it potentially happening when I am already having a hard time and having to run. So I went with it, and since your figures were too high I gave my own. "As for degrade rate. I want to keep it as simple as possible, so a linear rate."Unless you are creating the mod that you are requesting you won't be keeping anything, it is up to people with the know how and willingness to spend their time and effort on the creation of a mod. That means that they, most likely, have to agree with the idea and have a desire to use it themself. The best way to make sure an author gets interested is to take suggestions and comments and ideas from people in the thread and put it all into one idea. That is what I do with all my threads. With that said, simple math is not fun, it is easy. The person making the mod doesn't have to be as dumb as the people using it. In other words you might as well use some complex math instead of hard coding things in. Which if I get bored enough at work once the ck is out, I will potentially be making this mod, just after I make my lockpicking improvements. Higher quality materials providing longer lasting items, that would be inherent of those equations I posted, albeit after this post of yours was made.. but in another way it was before your post as it was a reply to a post before this one of yours. So I got you covered there, and without hardcoding "health" values for each material. If the item was a run of the mill piece anyways, then yes reforging from scratch is better. So I would argue that if it is without any enchantments then you should have to create it from scratch, if the item had enchantments though.. you should be able to just repair it take it to a forge or something and add a repair option, then perhaps take it to the work bench and repair it further if it is also at a lower quality level. Yes broken equipment is an economic fuel, it feeds the fire as it were spreading the money around through the world as it should. I already came up with a solution to my other complaint, it involves distinguishing between enchanted items and non enchanted items. It is not realistic, but it isn't the type of thing that needs to be. Things that affect the primary mechanics of the game directly, however, do need to be a bit realistic. They need to be realistic for the sake of immersion, where you might find having your sword break on every third outting is immersive most people won't, they will find it frustrating because they just want to kill things. That is why game designers make games not so much realistic, but immersive, you want the player to be drawn in by fulfilling meaningful tasks not the same ones over and over again. I think you'd play skyrim a lot less if you had the mod you wanted, it might take a few weeks or months but your play time would gradually recede faster than it would have otherwise. I know I wouldn't like the mod proposed in the OP, but a hybrid of the thread wouldn't be so bad. That is why I aim to "ruin" the thread as you put it earlier, to break away from bad decisions in designing such a mod. I noticed one of your posts which I didn't read fully mind you, was arguing that you do in fact degrade equipment from your op. My dictionary has this to say. Degrade:1. To reduce in grade, rank, or status; demote.5. To impair in physical structure or function.Not: To increase the chance of a physical structure breaking or collapsing from outside influences. That is simply a function of other qualities of the word. I don't mean to suggest there is a word for "To increase the chance of a physical structure breaking or collapsing from outside influences" if there is a word then I don't know what it is but it isn't degrade. As for the figures you've provided, the fact that they are there and are too high is a fact and thus is why it keeps coming up. Try the edit feature. "Why would you carry a sword around with you with low damage? Most people would just fix it, because it doesn't deliver enough damage. And if they do that, the sword health will never be low enough for the sword to ever break. If the sword never breaks, it defeats the entire purpose of this mod, doesn't it?" You clearly didn't understand my suggestions. What level of english have you taken, maybe I can make it clearer for you. Lastly, but not least! It isn't for you to decide whether people's contributions are useful. Sure you can decide it, and will do so according to whether they further your goals but the fact remains ideas are found useful by people not individuals. I find it rather absurd you keep going back to this, criticism happens so get used to it. edit-----TLDR:Less people will use your mod if you don't accept the fact other people's opinions matter. Edited December 23, 2011 by Sagenth Link to comment Share on other sites More sharing options...
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