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>axe irl: just sharpen it now and then, and even a basic bitch axe will cut whole cords of wood year after year
>axe in a survival video game: swing it 500 times and it becomes completely unusable
Durability mechanics are utter derangement. The only game I can think of that even made it any fun was Fallout 3.
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My earliest encounter with durability and it was so fucking stupid that I ended up dropping the game.
I'm sure it's great otherwise. Too bad it gimps itself so hard.
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>swing it 500 times and it becomes completely unusable
I never upgraded my accuracy stat
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Reminder that if you got upset at this axe, you failed the litmus test and are retarded
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>>732239401
>>732242303
IRL you would be honing the thing anyways at the end of the day.
Also the way the head sits on the handle is a big deal and the product of some decent engineering.
They used to loosen and fly off a lot more easily than they do now.
The wedge system is about 180 years old, and before that it was a big issue for thousands of years.
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>>732239401
Who cares about how realistic it is? It's a video game, the point is that you have a limited tool that you either have to get more resources for or find a new one (you have to manage it properly and then take a risk afterwords). Retard
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>>732244417
I misremembered the whole thing.
Its this combination of the way the eye of the axe is shaped and the wedges used.
You need a tapered eye (narrow at the bottom) so the handle with the wedge in it will resist being moved better, the wedge itself, and then a second smaller wedge made of metal you put across both the main wedge and the handle to expand the wood further.
We started using it in about 1840 for claw hammers and it spread everywhere else that had toolheads mounted on wood.
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>>732244597
>Who cares about how realistic it is?
Me. There's no other reason for the mechanic to exist.
>the point is that you have a limited tool that you either have to get more resources for or find a new one (you have to manage it properly and then take a risk afterwords).
Unless resources are actually limited, resource management is just grocery shopping.
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>>732239401
Then just play the games that have it, the way you want.
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>obtain Flaming Greatsword of Asskicking++
>too afraid to use it because if i slap an enemy with it 100 times it'll fucking shatter and vanish into the aether
Why would anybody think this is a good mechanic?
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>>732239401
What happens when you sharpen all the metal of the axe? Then it would break. Sharpening metal tools is like sharpening pencils. Except it would take a much longer time to sharpen an axe into uselessness.
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>repairing items damages their max durability
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>>732246815
>>732247129
>>732247390
>>732247541
there are some mods to fix most of anything you have issues with.
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>>732242143
The durability system in Dark Cloud 1 was fine for the most part, the main issue was the fact that certain enemies arbitrarily tanked your WHP for every single swing. DC2 fixed basically every single issue 1 had.
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>>732248795
Fuck off, dumb nigger.
Games should not read your mind to be perfect for YOUR retarded ass.
They should aim for a set of people, and have the flexibility for people to customize things to their liking.
Factorio not only aims for automation autists, it provides a massive amount of control over your experience by default AND allows for people to mod the hell out of the game to their liking.
Picky people who are also too lazy to even customize things like you are a plague upon this good earth.
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>>732239401
I'd rather have higher and harder crafting requirements than durability.
It matches life better too that way but it's more of a struggle, hence it will turn away more casuals.
Win win, but not for corporations.
Other than that, just turn it off in most cases, *or* make it so only lower grade weapons and armor suffer from durability limitations.
That works even better, maybe...
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>>732239401
>Breath of the Wild
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>>732249129
Maintenance cycles.
The feel of your stuff wearing out so you will choose what you use based on where something falls on
>how effective it is to use
versus
>how easy is it to keep this thing in use
if you are competent you can plan things around that as well by controlling how easy it is to get whats needed to maintain certain things and where to get them at.
You can make something become a luxury item or a rare "save my ass" item based on how limited or expensive it is to use, and have other items be your "daily workhorse" to get through normal experiences.
It allows for more variety in gear, lets "lower tier" items maintain a longer cycle of usefulness, gives players another way to measure how far they have come, and influences the way they play.
In vintage story via mods you can take this durability further.
You can split the durability between tool head, handle, and binding, give the option of better bindings and handles and treatments for them and the blade to give it more maintenance to increase the performance.
Since vintage story can have a dedicated smith role, this gives the smith player more to do while making them an even more valuable contributor that can enhance your performance further.
Dull creature, try to realize that there is more to this world than simplicity, and that you are far, far from its center.
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>>732249486
>there is more to this world than simplicity
This is not a good argument when the key is often just whether the system isfun. Complexity is orthogonal to enjoyment, and by itself accomplishes nothing without sufficiently robust interactions with other systems. Increasing the amount of equipment slots or character abilities is an increase of complexity, but that may be plain bloat.
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>Axe becomes useless quickly
Don't devs know this isn't how it works irl?
>Buildings now require thousands of man-hours of work to complete
Um this is a videogame, we need to abstract some elements to keep things fun.
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>>732249897
nah, 2/3 of the innovations were ancient stuff already.
someone just had the idea of putting a second wedge in to hold the first from working its way loose lmao.
apparently that metal one is often serrated as well to help it stick in.
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>>732239401
>guns require ammo in a gun-focused game
>no one bats an eye
>melee weapons require durability in a melee-focused game
>everyone loses their shit
Please make it make sense.
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>>732239401
>The only game I can think of that even made it any fun was
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>>732250584
Yeah that's ideaguy-tier non-statement. It sure would be nice if every system in every game would be "balanced" and "in line with" others, who the fuck would say otherwise? Simple mechanics can have the very same virtues, and you have to consider theme and flavor as well.
Now, I'm not saying you should have some set of concrete design maxims to show off before /v/irgins. I am just not impressed with the observation.
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>>732251432
If you can't even get different departments to communicate you aren't gonna have a successful game.
I don't know why you are insisting on making out BASELINE requirements to be something difficult.
Were you one of the 1/3 of useless developers that got fired for being deadwood DEI or something?
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>>732251290
>every weapon you looted was damaged to some degree, but you could repair weapons using other similar weapons and improve their damage and value-to-weight ratio
Only example that actually did anything interesting with it more like
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>>732242213
...I don't even think OP was alluding to using it as a weapon against people.
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>>732251702
What the fuck are you even trying to say? Realism is exactly what I'm arguing against. Ammo and durability are pretty much analogous gameplay-wise, and yet people treat them differently because one is "realistic" and the other one isn't.
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>>732251612
Anon, I am not refuting what (you) said. I am saying it's an abstract value judgement that can't be formalized. For all intents and purposes exactly the same as MAKE IT GOOD LMAO. Nobody sets out with the intent to make an unbalanced mess with a team where left hand doesn't know what right hand is doing.
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>>732251964
your post highlighted two mechanics that are both reasonable irl, and the opposite reactions they garner from gamers, so it seems you want to pull a fast one over one side
you say they are
>pretty much analogous gameplay-wise
but that is just untrue, excluding some autistic sims (and i don't know how they design shit there) maybe
ammo is material cost, often easy to obtain, encouraging the player to switch weapons without invalidating the rare and the powerful
durability often renders tools not merely inoperable but completely destroys them, encouraging the player to hoard the best ones like ethers for the final boss
there is often a big discrepancy between what is temporarily unavailable versus completely expendable, and one is way worse than others psychology-wise
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for durability to make sense, it needs to be a scarce resource. else it only resolves to busywork. obviously, forcing players to economize their weapon uses does not well suit an action game. but there are games where durability can work fine to differentiate weapons and strategies - stealth, rogulikes, tactical games. genres where thinking about resource allocation is expected and required.
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>>732252423
>durability often renders tools not merely inoperable but completely destroys them
>>>>>often
And you're accusing ME of "pulling a fast one"? I see what that "often" is doing in your argument. No, Breath of the Wild is an extreme example and losing your durability in most games does not, in fact, destroy your weapon. That is unless the game is trying to be "realistic". It may be true in more simulative survival games, but in most melee weapon-focused RPGs with durability mechanics, this is simply not the case. There are absolutely games where durability is analogous with ammo, games where you can carry weapon restoration items and fix your weapons on the fly the same way you would reload ammo. But apparently that doesn't matter because this thread is about "durability bad" regardless of context and this comparison doesn't serve your argument.
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>>732252823
fair enough, but the most important part is the difference in perception between out-of-ammo gun and broken-piece-of-junk sword, and latter not being expended does mitigate that
in terms of purely abstract mechanics, you certainly can make melee weapons behave exactly like guns, but nobody will actually design it that wayverisimilitude is a fancy word to explain why, it's like realism but better
mid-battle weapon restoration is a meme, it's all about doing it during downtime / at blacksmith; making weapons numerically worse but not inoperable feels bad; it's a cursed problem of player perception just as "i can't use it now i might need it later"
if you do insist on durability as cornerstone of some possible design, you probably need to sell the fantasy of being a walking arsenal, where every weapon is expendablesomething like weapon-focused sifuif it takes a life, but then the question becomes what's even the purpose of durability and inventory in an action game
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>>732251968
>Nobody sets out with the intent to make an unbalanced mess with a team where left hand doesn't know what right hand is doing.
nobody should even let it GET to that point.
you are all in the PRODUCTION department, wtf do you mean?
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>>732253956
In that case I agree with most of your points, but the bad things you pointed out aren't really inherent to durability as a mechanic. I'd say durability definitely benefits from being abstracted to some extent and making it more realistic only leads to problems.
>what's even the purpose of durability and inventory in an action game
Same as ammo, it forces the player to swap their weapons and improvise more. It obviously depends on whether the design warrants such a thing, but generally I would say it's a far better fit for an action game than an RPG where the player character is restricted to a few specific weapon types.
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>>732247263
>Zelda botw
>Weapons's break in 100 attack
>Once you get the good shit, you avoid ennemies since there is no reason to fight them, if you do this will only force you to farm the good shit
>Exploration become useless since it's only give you money (useless), weapons (useless since you have the good shit) or armors (most of it is useless)
And so, you just have a big useless map full of useless shit
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>15000+ rounds barrel life
>explodes after 500 rounds
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>>732258861
i explore because i want to find cool shit and do puzzles i don't care about finding
Copper Sword of Truth #114
+10.3% damage to bokoblin
20.1% chance to bleed
+100% to anal damage
that would just get thrown into a weapon locker or sold for rupees
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>>732242143
In this example it sort of makes sense to balance the fact that your weapons have stat growth rather than the playable characters.
Generally though durability mechanics are poorly thought out busywork or something to lazily fix "balance".
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>>732259240
>>732261615
I remember finding a shiny assault rifle with all sorts of high tech attachments on the floor on my america vacation and I thought "sweet, free gun!", but when I test shot the gun to see if it is actually working, the entire thing burst into a million pieces.
Must have been left with exactly 1 durability left. So no free gun in the end.
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>>732261785
I mean the dumb thing is that most of these mechanics are probably only in games because minecraft did it, and it's fucking retarded in minecraft 2.
It was only marginally acceptable when there was the fixed world size.
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>>732239401
the only way durability is done right is when you get a minor debuff from not maintaining your shit, which is accurate. then maintenance is exceedingly cheap and fast, you do it, back to 100%. but no, we have to make shit break and be totally unusable or straight up remove it from your inventory.
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>>732262140
The only way durability is done right is when I can break your shit and ruin your fun
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>>732239401
Melee weapons are one thing, but I actually have no fucking idea why a durability system exists with modern day guns in some games. I don't mean like a Fallout situation where you're just sticking shit together and patchworking some old ass firearm. I mean like a fucking current-use MP5 just falling apart for no reason after a couple gunfights. Unless the gun was literally fucking fried in electricity and hot lava, I don't understand why it would just start breaking apart on such an extreme level that its usability would be so heavily impacted.
There's a point where it's blatant chore-like gameplay rather than a fun and immersive part of the experience. In fact, it harms the immersion because it's so stupid. God, Stalker 2 was dog shit.
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>>732239401
>The only game I can think of that even made it any fun was Fallout 3
Yeah, I sure loved finding super rare weapons like the katana and having it break after three hits.
The most durability games should have it the weapon maybe needing sharpening for max damage.
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>>732239401
>Best game in the franchise retroactively makes fun of future slop
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If Look Outside did away with durability it'd be a 9/10, with it it's an 8. Especially since they can break in the middle of combat. Having Hellen's cleaver break and having to resort to her bare fists for the rest of the fight was some of the worst the game had to offer (next to the disc puzzles, fuck that shit)