Suggestion: Crafting/Durability changes

Now I need to prefix this with, this is based on the crafting system as it stands on the 7/12/2018 and could have changed in the time that anyone reads this, but all suggestions are based on the crafting system of that date and ways to enhance the experience in the long term rather then the short term.

Now that that is out of the way, I have some problems with the way durability works on this server as a primary Role play server. All items have a durability and a max durability, something that is normal but when you repair an item you lose max durability while you regain durability. This… I feel is counter intuitive to specifically a roleplay sever because items no longer feel special. Strong items won’t be used as often as weaker ones in fear of breaking them, weaker items will become the norm (if they have not already) in an effort to train and discard. They also don’t feel “unique” or “special” due to not being attached to the item, especially if they’re an reward from a quest. The current system in place is to make crafters be relevant at all aspects of the game but so far it’s lead to almost everyone crafting their own gear constantly. And even then the crafting skills do not reflect the progress of the combat skills, the strongest item you could make in engineering for example would be level 54, but you can go all the way too 100 in the blaster or lightsaber skill, so what items do you get after 54? From shops? Dm’s? Quests? If that’s so they’re only to be discarded in the long run due to them breaking.

I could go on and on about how this affects gameplay, how it invites people to constantly grind for materials, to make items, to grind for materials, to make items which is a very poor loop to be in when your primary concern should be roleplay. on a roleplay server. Yes some might choose that to be their form of roleplay but that should not be the primary gameplay loop to have items. So I have a few suggestions in mind that I hope keep to the spirit of the current system, while also giving the programmers a headache with the work needed to do. (sorry)

First of all, items shouldn’t lose max durability, they should have a chance to break sure, but items breaking no matter what you do in time lose any personal story of growth for the item, what about the blaster that served your mentor well in the war before passed onto you? What quirky things might it have attached to it? Wouldn’t it be a shame for that to be lost doing it’s intended role, to shoot things? What about that cool event item you got? It’d be a shame to lose it for just using it, or never using it in fear or losing it.

Second of all then, repairing outside basic items should be done by crafters only. Now I need to be clear, when I say basic, I do mean the rank 0 weapons/armor/items, the ones that are for example listed as “Basic Blaster” or “Basic light armor”. The ranks of an item should be important, but I’ll get into that soon. Having crafters be the only ones able to repair items of rank 1 onwards keeps them always in use, always sought after, and always doing something. It makes them feel important in the way they were intended to be if items were to break inevitably, as they have to be ones repairing it. Also locking a repair to a skill say, to repair rank 1 items, you need rank 1 repair perk, then rank 2 for rank 1+2 and so on, allowing skilled and unskilled crafters to be useful for different stages.

Now third, this is kind of the biggest change but makes the last point work, Item ranks need to be reworked to be more important to how they currently are. Now, that could mean a lot of things, but I will break it down, since it does mean a lot of things. Anyone can make basic items, be that the basic blaster to the basic armor, but anyone can make them better with stronger matterials, I propose that stronger materials be locked to stronger ranks of an item, so with blasters a rank 3 gun needs rank 3 materials, whatever those materials be, and that say rank 2 materials can be put on a rank 3 gun, but rank 3 materials cannot be put on a rank 2 gun. Allowing for a natural progression of items that can be put in place with stronger materials. To make this work you’d probably have to add a new variable to most if not all materials to give them a rank, then change what modifiers the lower ranked materials get compared to the higher ranked ones. For example, rank 1 metal might give at most +1 AB while a rank 2 metal might have at most +2 AB, giving a natural progression in the material and thus the items you can make with them. Next is taking the level increase from ranked items, That’s confusing thing to say but what I mean is that if you make a basic blaster it might have a base level of 2, which is modified by components used to make it into the total level before it’s crafted. while a blaster 2 might have a base level of 12, before modified by components. The importance of the rank is now the materials used to form the strength of the item. Materials might need to have a better natural level increase to compensate for this, maybe, but that is a talk for another time!

I could write more on this, in more depth but I’ve tried to keep this into a more readable form. The main things I really wanted to address with this is to have items be important, to actually have significance in the long run to a character and to allow for some items to even have a legacy even trough RP. If you have questions about it be free to ask and I can maybe explain parts better.

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I don’t think having items eventually go the way of a dinosaur harms roleplay inherently. No matter how reliable an old blaster is, it eventually will stop working, either from age, use, or impact from other blasters.

A special item breaking can serve as a moment of growth, or a moment of regression. The lack of meaning is mostly because right now, we only see the items as grinding items. We’re less willing to use the good materials on them, and so the weapon is never special to us. It’s just for the next rank.

I do agree the current crafter loop is inherently counter to roleplaying, primarily because the chat dump shoes everything out of the log, and you’re often locked toa bench for a long time.

Early on, it was as long as 2-3 hours from a bag of full materials, but the crafting speed perks and the newly added craft last item selection have sped this up to only around 20-30 minutes. I often find there aren’t enough materials to keep pushing forward, and then I look for new avenues.

However, this does not occur until much later in a crafter’s progression. It is unfortunately seen as necessary, and in many ways it is, to in some way participate in the craft system, be it crafting or gathering, and while a player like me, who has time to spare, isn’t overly harmed by this, those with less play time will find themselves in a frustration position where the break in point is the hardest and longest point, especially when play time is limited.

So going to take this as parts

be relevant at all aspects of the game but so far it’s lead to almost everyone crafting their own gear constantly. And even then the crafting skills do not reflect the progress of the combat skills, the strongest item you could make in engineering for example would be level 54, but you can go all the way too 100 in the blaster or lightsaber skill, so what items do you get after 54? From shops? Dm’s? Quests? If that’s so they’re only to be discarded in the long run due to them breaking.

This I actualy agree is an issue, I guess that 46 level hole is for things like mods, but without seeing how those scale and what they do it is hard to say.
But crafting level 104 items would be unintuitive due to the nature of mods existing.

I could go on and on about how this affects gameplay, how it invites people to constantly grind for materials, to make items, to grind for materials, to make items which is a very poor loop to be in when your primary concern should be roleplay. on a roleplay server. Yes some might choose that to be their form of roleplay but that should not be the primary gameplay loop to have items. So I have a few suggestions in mind that I hope keep to the spirit of the current system, while also giving the programmers a headache with the work needed to do. (sorry)

I find items last long enough where I am not constantly concerned with durability on them, I am not sure where Is it on the how often I go and grind out combat/crafting/ect but I don’t find myself limited in roleplaying by this because I don’t burn through my items fast enough for it to be an issue.

First of all, items shouldn’t lose max durability, they should have a chance to break sure, but items breaking no matter what you do in time lose any personal story of growth for the item, what about the blaster that served your mentor well in the war before passed onto you? What quirky things might it have attached to it? Wouldn’t it be a shame for that to be lost doing it’s intended role, to shoot things? What about that cool event item you got? It’d be a shame to lose it for just using it, or never using it in fear or losing it.

So on this, I would say, your old masters blaster pistol that served him in the mandolorian wars finally gives up the ghost? It sounds like a good opportunity to roleplay having it remade, or rebuilding it yourself if you have the skills.
An event item wears out? Well that means it might need to be reforged if you are invested in keeping it. You can keep the spirit of the item alive in that way. But eventually taking event items out of the system in such a way sounds good to me, so there are not a bunch of high power event items floating around for the people that have the time to invest into being in events.

Second of all then, repairing outside basic items should be done by crafters only.

I disagree, crafters should absolutely do it better/cheaper/with less durability loss because they are professional but not being able to do basic maintenance on a weapon in a pinch would be detrimental if you play in a time where there are not as many people on.

Now third, this is kind of the biggest change but makes the last point work, Item ranks need to be reworked to be more important to how they currently are.

I agree with this point, what is the difference between blaster rifle 1 and blaster rifle 5? Mod slots and higher base level, well the mod slots raise the base level even more if you put mods into them making it difficult to actualy make a good weapon with this system, I would say lax on the mod slot increases from level and instead give ab bonuses, so you can cut through dr, that way dr can be scaled so you need to be of such a tier of weapon to effectively cut through it.

I shouldn’t have to make an item from scrap to keep an items legacy going. What you describe with reforging is no different to repairing. But to make something without any legacy of what made the item, the item, loses the the point of it’s legacy.

I’m always concerned on durability on my lightsabers, I go through them so much, I think I’ve been through 5 in the last week.

And to go against things breaking eventually, well sure? But in a day? A month? A year? Star wars has items outlive multiple lifetimes often, so why should we have to worry about the blaster breaking every other day for good.

So 5 a week, lets assume 8 durability, that is 800 hits per saber, because only hits matter for durability, that comes out to 4000 attacks in a week, this totals out to 571 attacks per a day on average, let’s assume that it takes ten hits to kill something that is 57 kills per a day on average, that is a lot of combat.
This is also an extreme lowball since I am assuming the sabers actually have over 8 durability, at least if you are using good materials for them, and I am guessing most things take under ten hits to kill.
That is just an absurd amount of combat. Of course you will burn through your equipment if you fight a lot that is what the system is designed to do.
Ontop of that we are also assuming you don’t repair them at all in this example, repairing would make them last significantly longer and net you even more combat time.
My suggestion would be ease up on the combat, I know I don’t have massive durability problems, and I just today took a new pc from 0 to 10 light-sabers with a training blade and it is still not that bad off.

Perhaps a middle ground could be reached:

Loss of maximum durability should still be factor, but only upon dying or when repairing an item from below a certain threshold, e.g. 50 or 75%. Above that threshold, item repair would be considered basic maintenance and not incur any loss of maximum durability.
That way an item could stay relevant longer as long as the owner doesn’t die and keeps it well repaired, while at the same time making repair kits important to have.