Changes to equipment decay implemented

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Arman
Wizard
Posts: 619
Joined: 22 Sep 2014 13:15

Changes to equipment decay implemented

Post by Arman » 01 Jan 2020 11:51

Code: Select all

Greetings residents of Genesis! And welcome to 2020!

As has been foreshadowed for a little while, the admin have been planning on a
mechanism to manage the rampant item inflation in the game that has come about
due to the introduction of perma-save items.

Following today's Armageddon that mechanism will be introduced. All items on
clone will have maximum shelf life of 3 months after which they will break.
Further, all wearable / wieldable / holdable items will have a maximum combat
life of 120 hours irrespective of whether the wearer/wielder is taking hits
from an enemy or not.

On appraising an object, a player will note the additional messaging:
Based on how old the bracers of the umber hulk is, you believe it is not likely
to last longer than
89 days before breaking due to age. You can also determine that it probably has
a maximum of 4 days
of combat use left before it succumbs to wear and tear.

While this new mechanism won't have an immediate impact on item inflation, it
will have give items a cap while still allowing players ample time to enjoy the
gear they collect.

With this introduction we are also going to look into re-introducing the
ironstone imbuements that enhance item durability back in to the game. We will
announce when that change has been made.

Regards,
Arman Kharas, Arch of Balance.

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nils
Rising Hero
Posts: 324
Joined: 22 Jul 2016 17:13

Re: Changes to equipment decay implemented

Post by nils » 01 Jan 2020 20:16

I like it. This will, in time, cure most of the diseases.

I do question the length of combat-use though.

Effective grind is 10-12 hours per day, which limits/prohibits enjoyment of particularly high investments like glittering stones.
Now I like the limit that's been set on age, but I'd rather see combat use doubled, or at least making imbuements of any kind increase time in combat (hey, its enhanced, right?).

So let's say
ordinary stone -> faint imbue - 2 more days
unblemished stone -> pronounced - 5 more days
Glittering stone -> intense - 10 more days

Reasonable? I think so, gathering stones to make such imbues is a crazy investment both in currency and time after all.
Lesser guilds deserve their suffering, you feel unjustly nerfed and want to be restored to your rightful glory... huh. I guess you're Genesis Hitler then. It feels so sweet to say this.. Fuck you, Hitler.
-Drazson, 21.07.2019

Thalric
Great Adventurer
Posts: 190
Joined: 14 Jun 2016 16:34

Re: Changes to equipment decay implemented

Post by Thalric » 01 Jan 2020 23:24

I guess you either have to grind less effectively, then...
Or you need to get yourself used to the days when you didn't have imbued equipment all the time.

You've had a year or two where everything was wonderful. Now the golden age is over.

Yeren
Beginner
Posts: 18
Joined: 05 Aug 2019 19:59

Re: Changes to equipment decay implemented

Post by Yeren » 06 Jan 2020 19:47

I like the Nils idea of combat use prolongation.
Otherwise I think the stones will just go away - really no sense to invest in more than faints....

Btw I have a question. Common board says 120h combat use - then why all my items show “4 days”, even if I didn’t kill a single mouse?

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Cherek
Site Admin
Posts: 3002
Joined: 04 Mar 2010 04:36

Re: Changes to equipment decay implemented

Post by Cherek » 07 Jan 2020 18:22

Yeren wrote:
06 Jan 2020 19:47
I like the Nils idea of combat use prolongation.
Otherwise I think the stones will just go away - really no sense to invest in more than faints....

Btw I have a question. Common board says 120h combat use - then why all my items show “4 days”, even if I didn’t kill a single mouse?
Hmm good question. 120 days = 5 days. I'll look into this.

User avatar
Arman
Wizard
Posts: 619
Joined: 22 Sep 2014 13:15

Re: Changes to equipment decay implemented

Post by Arman » 08 Jan 2020 09:36

Pretty sure the messaging rounds down in days.

Tarlok
Apprentice
Posts: 44
Joined: 27 Aug 2018 12:33

Re: Changes to equipment decay implemented

Post by Tarlok » 08 Jan 2020 12:33

The non-combat timer is decreasing faster than expected. Its been only a few days since this was implemented but the non-combat time has decreased by almost 20 days for some items. I wonder if the non-combat time left is being scaled by the ratio of combat time used / max combat time allowed?

Javelin
Greenhorne
Posts: 5
Joined: 08 Jun 2017 23:06

Re: Changes to equipment decay implemented

Post by Javelin » 09 Jan 2020 14:42

Yes, my axe has decreased "22 equipment age days" in 8 real days.

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cotillion
Site Admin
Posts: 328
Joined: 04 Mar 2010 01:14

Re: Changes to equipment decay implemented

Post by cotillion » 09 Jan 2020 19:52

I believe there is only one expiration time which will move forward when an item is used in combat.

User avatar
Cherek
Site Admin
Posts: 3002
Joined: 04 Mar 2010 04:36

Re: Changes to equipment decay implemented

Post by Cherek » 09 Jan 2020 23:24

Cotillion: But even so, that would not explain Javelin's statement that his axe has lost 22 days on only 8 real days. Even if fully used in combat it would only add 5 more days. Sounds like there is something more going on here that we need to investigate I think.

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