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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Celemir
Wanderer
Posts: 64
Joined: 11 Mar 2016 10:02

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Celemir » 20 Jul 2023 13:11

How about remove the non dull function from Alle weapons, but add an extra durability to magic or sturdy weapons so they last longer.
As for clubs and such. Change the description to reflect the battered or cracked state

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Snowrose
Rising Hero
Posts: 347
Joined: 09 Mar 2012 22:04
Location: Reseda
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Re: Revisited - Equipment: Durability & Spawn Rates

Post by Snowrose » 21 Jul 2023 01:44

maybe if something is "dull" instead of making it a durability thing just give it a damage debuff till it's sharpened or repaired

Brentan
Beginner
Posts: 14
Joined: 28 Feb 2023 15:13

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Brentan » 21 Jul 2023 06:03

Dulling already does that on top of making those weapons and armours lose time until they break.
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Quantum
Adept
Posts: 131
Joined: 22 Aug 2019 19:33

Re: Revisited - Equipment: Durability & Spawn Rates

Post by Quantum » 21 Jul 2023 21:01

nils wrote:
19 Jul 2023 18:10
Please never put random stats on weapons in genesis. That's for games with numbers.
Agreed, it would force people to be smiths and all other craft guilds would suffer. It would more or less be mandatory that you can inspect items. Sounds not-fun.

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