Revisited - Equipment: Durability & Spawn Rates

A place to discuss all the ins and outs of equipment in the Genesis Donut. Warning: Spoilers may be included. Only validated game players will see this forum.
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Dan
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Joined: 25 Jan 2015 10:38

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Dan » 14 Feb 2023 08:54

"but only 10" : do that and you effectively killed all uses of imbuements, if one only have 10 hours to play with an item.

It needs to be 10 days, but 90 hours, so need an additional hour counter on top of the day counter, and yes, 10-20 days would then be plenty before items rot (if they can be used 90 hours in that timeframe)

Targuns post was spot on, exactly how most feels - just sticking with some random weaponry that are nondull as those 5 hours with an abbasi just doesnt feel worth it compared to the 90 hours with the holy sword that is imbueable...

quick fix would be to double or triple the dulling items durability. right now especially as a tank its no fun that you cant imbue most of your stuff because it'll break before you have got a chance to use it - especially rings and necklaces and such should have their duration revisited¨

maybe give smiths guild an ability to fortify an item, at the cost of hours it can be used, so dulling weapons get their time tripled but at a loss of lets say 10-20 hours of max hours use., armours slightly less. you can then see on an item if it has been fortified.

Drazson
Titan
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Joined: 24 Jan 2016 21:27

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Drazson » 14 Feb 2023 09:21

Would it make sense to accelerate the whole cycle?

1 day of combat, 20 days in general, rate of finding them 5x. Wouldn't it be the same thing but probably a bit more fair for dulls?

Quantum
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Joined: 22 Aug 2019 19:33

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Quantum » 15 Feb 2023 00:13

Drazson wrote:
14 Feb 2023 09:21
Would it make sense to accelerate the whole cycle?

1 day of combat, 20 days in general, rate of finding them 5x. Wouldn't it be the same thing but probably a bit more fair for dulls?
It would add in a lot of gear, but would people then use the imbue system?

I think the idea of keeping 96 hours of use, but letting it rot in 20 days of not being used would be good. Droprates should increase on their own if that happened.

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Cherek
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Joined: 04 Mar 2010 04:36

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Cherek » 16 Feb 2023 14:28

Quantum: The old system where you could drop unsued/broken stuff in the sea to "recycle" them changed many years ago. Removing the three hundred FBBs you have in your rack would have no effect at all on the chance of a new one spawning. Perhaps this can change (there are pros and cons with everything), but in the current system that we've had for many years now, removing items from the game has no effect on drop rates. Personally I think this is much better than the old recycle system where people could keep specific EQ forever.

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