I've noticed some inconsistencies in battle I'd like to point out.
1. Whilst having 5 fights in a row and not taking an enemy hit, I noticed that all my equipment durability still takes damage regardless - how does that make any sense? I could understand the weapon & weapon add-on taking damage due to the direct impact of an attack but I can not understand armor being damaged when it isn't even hit.
2. When fighting a lower level opponent and a higher level opponent all equipment still takes the same amount of durability damage.
eg. player vs. creature lvl 2, 5 dmg or lvl 10, 20 dmg = same equipment damage? This again doesn't make much sense - equipment durability damage should be relative to the damage of the attacker and possibly the armor of the defender, it should NOT be the same regardless of these factors.
3. Lastly on a personal note, I believe the frequency of durability damage to equipment is a bit on the high side. Having 1/2 - 1 point or so of damage to each piece of equipment per battle is too high. To be an effective fighter that means you have to pay ever increasing amounts of money to have your equipment repaired after only about 30 fights (80% durability). A solution to this could be decreasing the durability loss during combat OR lowering the cost of repairs.
Thank you for considering these suggestions and I hope some changes can be made.
Regards -Noble1
RELATIVE Equipment Durability damage??
Started by
ss_noble1
, Jul 03 2010 10:43
5 replies to this topic
#1
ss_noble1
Posted 03 July 2010 - 10:43
#2
Posted 03 July 2010 - 11:22
Of all the things this game needs to fix that's not one of them and is fine the way it it, when you kill creatures the gold you receive is also factored in to include enough for your repairs so their is really nothing that needs to be fixed.
#3
ss_noble1
Posted 03 July 2010 - 11:33
I take it you are only referring to my last point? When you also factor in that you need to save money for new equipment and pay around 25% in Faction fee's then it makes it quite difficult to get ahead.
What do you think about my other points of equipment durability and enemy damage?
What do you think about my other points of equipment durability and enemy damage?
#4
Posted 03 July 2010 - 11:48
no change in my opinion this is the way the game was designed since there hasn't a lot of complaints by now this issue will never be considered, just level up, the higher your level the more credits you will get eventually you won't even notice something as meaningless as this.
#5
ss_sirona
Posted 03 July 2010 - 17:52
EdtheHead is right in pointing out that beyond level 50 or so, you'll start thinking the repair charges are a joke.. The repair charges also used to be a lot higher and were scaled down somewhere after 6 months of the game's release.. I don't think the cows will consider bringing it down further..
what's the bigger challenge about durability loss is the *energy lost* while walking back and forth to the repair station. At higher levels where repairing costs 100 credits but killing a single creature gives 400 credits, you'll realize you're losing more credits by walking/spending energy you could use to hunt..
this problem, however is mitigated by getting better buffs or better equipment, which are available at higher levels and possibly easy to switch between for different stats if you're in a good faction..
if you have good equipment, let's say an elite/HK set with nice set bonuses, also fully engineered, and good class buffs that give further stat bonuses, then you can typically hunt to 60%-70% of your durability, which means you'll need to repair less often.. for some easy mobs, and with really powerful sets like the level 190 HK set, I can recall hunting down to 40% durability..
in any case the system works well like this and since being able to hunt further down on durability is an advantage of fluxing your items, which is the source of income for the cows, i doubt they would take away this advantage from the donators.. (i am a non-donator but i also think this is one of the fundemental advantages of having flux and should not be changed..)
what's the bigger challenge about durability loss is the *energy lost* while walking back and forth to the repair station. At higher levels where repairing costs 100 credits but killing a single creature gives 400 credits, you'll realize you're losing more credits by walking/spending energy you could use to hunt..
this problem, however is mitigated by getting better buffs or better equipment, which are available at higher levels and possibly easy to switch between for different stats if you're in a good faction..
if you have good equipment, let's say an elite/HK set with nice set bonuses, also fully engineered, and good class buffs that give further stat bonuses, then you can typically hunt to 60%-70% of your durability, which means you'll need to repair less often.. for some easy mobs, and with really powerful sets like the level 190 HK set, I can recall hunting down to 40% durability..
in any case the system works well like this and since being able to hunt further down on durability is an advantage of fluxing your items, which is the source of income for the cows, i doubt they would take away this advantage from the donators.. (i am a non-donator but i also think this is one of the fundemental advantages of having flux and should not be changed..)
#6
ss_wizard124
Posted 03 July 2010 - 20:09
I find no problem in the way it works in this game. It is a good difference between the gold spent repairing, and gold gained. And with the repair bot things now, you can go 1000 energy and not go to the mech once
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