But the weapon degradation in Far Cry 2 was absolutely awful. You play as one of several hardened mercenaries who have absolutely no idea how to do even basic maintenance on their guns, not to mention that the guns themselves are apparently made out of tissue paper and tinfoil. I've seen pictures of type II AK-47s (manufactured 1949-1954) that have been kicking around various warzones for decades that look better than an AK after an in-game week of use in FC2.Omega500 said:I like how it was done in far cry 2.
Were as the weapon got more and more worn out it would jam/misfire more often and you would have to wait a while, while it got unjammed. the longer you used that weapon without replacing it it would break and you tossed it away. that in a survival horror film would be awesome adds a whole new set of tension. Would also be sweet if they had panic reloading were it took you longer.
I like it in fallout games not so much in skyrim as it got old very fast.
I'll go ahead and finish that sentence for you:endtherapture said:So...weapon degradation, are you in favour of it or against it?
I like your ideas and would like to subscribe to your newsletter.RandV80 said:I think it can work but you have to put some thought into it. What are you trying to achieve with it, gameplay? realism? If it's realism, daily maintenance is probably a bigger factor than repair. In literary fiction and real history as well any good adventure/soldier should take time around the camp fire to oil & sharpen their sword. So the Oblivion method of carrying around dozens of smith hammers to occasionally stop and tinker at your weapon is nonsense.
So for realism it should be some combination of daily maintenance keeping your weapons in top shape, this can simply be part of camping and various skill sets and points can increase the effectiveness. If the weapon breaks, you take it to town for a smith to repair.
Now how does fantasy set in? Taking one fictional literary setting for example, Robert Jordan's Wheel of Time series (and my user name is merely a coincidence), the 'magic' swords are unique because they don't break and never get dull. Wouldn't that be an optimal way of making your games magic weapons unique? If you're in a medieval setting and magic is real, the first thing a crazy wizard would do is make a sword that's freakin on fire! Then practicality should set in and you start making swords that keep their sharpness and don't break. And to me an enchantment seems like something that's best degraded by time, not use. So if you're adventurer is raiding some old tomb and pries a big ass sword from an old corpse in a coffin, then maybe you need to bring it to and pay an enchanter for a one time restore but after that it's good for the life span of the hero.
But all that is a whole lot of work and planning to put into a game. So if the only feasible choice is a crumby oblivion style thing or nothing for a game like Project Eternity then the latter option is probably best. Though I still think it shouldn't be too hard having mundane weapons that break and unique magic weapons that don't, since the game is called Project Eternity and all.
I don't mind weapon degredation IF gathering and using resources and scarcity is already a significant part of gameplay. I don't think I've ever heard anybody complain about weapon degradation in Minecraft because that's what Minecraft is all about--gathering materials, building things, and fighting scarcity. The system has to be intuitive and satisfying to use, not just a hurdle the player has to keep jumping over for no reason. Though I'm mostly speaking in theoretical terms, as apart from Minecraft I haven't really played any other games with weapons that degrade, at least as far as I can recall.endtherapture said:-snip-
I've seen one system like this which I've always liked. While I'm up on all the geek culture I have very little actual experience playing pen & paper RPG's, but the one game I did play with friends a few times way back in the late 90's called Palladium, a medieval fantasy offshoot of another sci-fi/multiverse one called Rifts.Abomination said:I like your ideas and would like to subscribe to your newsletter.
Non-enchanted weapon upkeep should probably require you to have some equipment that would be used for it. A whetstone, weapon oil, scabbard and... rag? Every night you'll use a bit of oil so I guess you could run out.
The mechanics surrounding proper weapon degradation requires a total overhaul of most games. It's not just weapons, it's also armour. Dents, rust, leather cracking... I want to see a game that when a poorly equipped enemy hits you in the chest you take ZERO damage, your steel breastplate absorbs the whole thing but the internal durability has taken a small immeasurable decrease to that region of your armour. Maybe your character staggers for a bit, loses some "endurance" but otherwise you're good. It'd open up to all sorts of situations - weapons that flat out penetrate armour, weapons that do a lot of damage to armour or maybe a weapon that does a bit of both.
Balance issues? Make the stuff as expensive as it always was. A full set of plate armour is supposed to cost more than 10 peasants could earn in their lifetime.
I feel games are missing some interesting concepts or considerations when engaging in combat in medieval settings.
The problem is that doing it with pen and paper it becomes really damn complex, better to have a video game take care of those calculations for you when you swing your sword at a bugger or a bugger swings one at you.RandV80 said:I've seen one system like this which I've always liked. While I'm up on all the geek culture I have very little actual experience playing pen & paper RPG's, but the one game I did play with friends a few times way back in the late 90's called Palladium, a medieval fantasy offshoot of another sci-fi/multiverse one called Rifts.
Anyways how they handled it is every set of armour would have it's own durability HP and DC hit rating. So maybe Leather Armour would have something like a DC of 12 and 80 hp and full plate might have 18 dc and 250 hp. The DM roles the D20 for the attacker, you role the D20 to parry. If the attacker beats your D20+parry modifier with a roll that is over the armour DC then your character takes the damage, if it beats you but the roll is under your armour AC then your armour takes the damage.
I later got introduced to proper AD&D through Balder's Gate but I always liked and preferred the way they did things in Palladium. Much more involved than simply compiling everything into a single hit or miss number and it makes a whole lot more sense.
You speak the truth, my friend. As if the bosses in Dead Rising weren't enough of a chore, I loved having to make up six of the same super-weapon and then constantly dropping them when I got stun-locked by the boss' over-powered attacks. One of the biggest examples of a great idea horribly implemented I've ever seen in gaming.Jacco said:Dead Rising was the opposite. As someone said above, there is no point in getting awesome weapons if you can only use them 10 times. My friend handed me a literal lightsaber in DR2 and I went to town thinking it was immune to degradation since it was a silly over powered weapon. NOPE. The moment it broke and I realized what happened I turned my XBOX off and literally haven't put that disk back in it since.