I very much hope they remove durability OR make it work differently. Like, at zero durability you could have less damage or less knockback or a chance for your attack to miss or bounce-off, like MH sharpness. Armour could garant less defence or maybe lower your max stamina or something.
Not straight up losing it. Losing the weapon/armour is very evil, expecially if it’s something you’ve invested time and resources on. Not that it happend to me, but I can see it happening in the future.
I can’t get to the end of the starter area cause I have no weapon.
Yeah I’ve died so much from fall damage because the climb button is the same as the dodge /dash button. And you literally die falling off a 1 5 foot ledge.
Yeah.
Yeah…
I know everyone’s talking about it. I’m not asking for it to be removed entirely, but considering that I lost 15 durability in a successful boss attempt, combined with how much you lose when you die, the cost of repairs just makes death and repeating attempts overly-punishing.
Yes, you can elect to not repair anything, but that’s if you’re okay with things breaking.
The problem is that I have died too many times and now I dont have money to fix gear and dont have any other gear to fight. So I’m almost stuck
I agree they should definitely tweak/change the durability system, and having a lot of people talk about it only increases the likeliness of the devs seeing it so it isn’t that bad that a lot of people talk about it.
And the whole point of Early Access is to work stuff out that the devs might be too used to from playtesting, hahah.
Part of me just didn’t want to beat a dead horse, and I don’t want the devs to totally re-work their vision for the game.
But durability is very hard to get right, and I think they really messed up here.
Only if you find multiple weapons. I was unlucky on my first character and did not find a second weapon.
and it’s a single plyer game, no point in it being there, and wtf are you sending me an email for stupid stuff, get a life tool
One day, one GLORIOUS day, durability will be banished from all games.
This adds nothing to the experience except a stupid gold sink which itself is also way overtuned. If you want a gold sink, put that gold sink elsewhere, say in runes or some other form of crafting. It’s lazy, it adds nothing, it breaks the flow and pacing of the game and it just.never.feels.good.in.any.game.ever.
People saying otherwise are trolls or contrarians just for the sake of it (while secretly hating it themselves too).
Be better, elevate yourselves Moon Studios people, see the light and completely remove this shaite from the game. Return of the loved one, fertility and success guaranteed afterwards.
Durability is not fun, and it takes up time. I am a father and have little time to play games. The actual combat and learning to defeat enemies have been rewarding and quite challenging. I died a lot to the first boss, but it was free to repair.
I kept fighting him until I could reliably get him down to 60%-ish health before needing to heal. He died within a couple of attempts after I used healing.
The key here is this: time is punishment enough but in a good way. It felt rewarding to hone your skills, and when I finally defeated the boss, it felt great! All I had to do was spend time towards my goal, not adjacent to it.
However, anything that slows progress ultimately does what? It adds more time to complete the same objective. Oh, now I need to find more cooking reagents to heal; now I need to repair my gear; now I need to go back and open chests again to sell items to afford to repair or buy other reagents.
Even doing those activities costs some reagents, meaning more time.
We need feedback to learn when content is too difficult for your current level/gear. If I am taking a lot of damage, I need to practice the fight more or level up a bit. Crafting foods costs time, and it modulates the time I’ll spend learning something. If it’s too hard, let’s try something else and practice fighting along the way.
All of this is fine until you add durability. Now, I can’t keep running back and learn how to fight the boss or tough enemy. No matter what you do, every death and every learning experience means I must waste more time with menial tasks.
Perhaps this changes later in the game? Making it affordable in terms of time, perhaps not. But doing tedious and difficult tasks to have fun doesn’t feel great.
The game felt palpably different before defeating the first boss. It was surprisingly fun to die. I wanted to run back and try it again. Now, just by adding the repair costs (which entails all the rest), playing feels much less enjoyable.
You’re left with, “Great, now I need to gather X/Y/Z again.”
Edit:
For the love of God, do not add a gold/exp penalty for dying. That’ll make practicing feel even worse.
Thats not me, Im just replying you here - its this website. Im getting emails from you too. ![]()
In my first 3 hours I’ve made it to Sacrament, explored a bit, and died a fair amount. Somewhere between 5-10 times. Gathered some resources, but not a significant amount, and ran with the daggers all the way up until the first boss.
Never once did I have an issue with the durability. If any of my gear was even close to breaking, I never would have noticed. So maybe I did something right? But I’m more leaning towards the possibility that the durability wear isn’t actually that significant.
That being said, I can understand how frustrating it can be to be out in the middle of farming or completing tasks only to find your gear is halfway broken.
[[TL;DR: I feel durability has a good place in a game that emphasizes survival. Overhauling and adjusting things should be considered before just outright removing it.]]
I’ll defend the mechanic in a few aspects however:
- There are consumable items you can carry on you to repair your gear. While they may not be plenty in the early game, they are there and should be utilized to the best of our ability.
- Survival is a leading thematic aspect of this game. Even 3 hours in, I can feel that the devs really wanted to drive home the “fight for survival” feeling. The world we’re adventuring in is dangerous, with death lurking around most corners, and we should be wary to avoid it at all costs. In order to survive, we should always make sure our equipment is at tip top shape, or else we run the risk of being defenseless and vulnerable.
The durability mechanic has it’s place and shouldn’t necessarily be removed entirely. Overhaul and balance should be the first and foremost approach to handling the dissatisfaction people may feel because of it. I have some thoughts that could be considered.
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Allow us to repair our gear out in exploration beyond just the use of consumables. Maybe whispers can also act as campsites we can use to help restore our gear, either at a cost of resources (ores or currency). Make it a feature we can upgrade, allowing us to dismantle useless items we have in our inventory down the road, like weaker swords and armor pieces, and use them to repair our gear.
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Reduce the costs of repairing, or make currency easier to come by. Before reaching Sacrament, i would be astounded if I picked up more than 10 copper off the ground, even as a spoil from defeating an enemy.
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Bouncing off the first note, allow us to offset the cost of repairs entirely by using resources or unwanted gear and other items we find. Currency can be hard to comr by early game, when you have to spend a lot of it to pick yourself up off the ground. Allow an alternative that bears just as much weight, but doesn’t leave us entirely helpless.
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Altering the rate of durability. I don’t know what the exact rate of degradation is for using gear or dying, but reducing that rate would make it feel a lot less oppressive, but still just as important to monitor.
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I’ve seen people mention that broken gear is gone for good. That does feel a bit harsh imo, considering most games, if not all others, that use a durability mechanic allow us to repair fully broken gear, even if it can only be done at an official blacksmith (or someone leveled up enough in the trade). I will definitely agree that, at the very least, that aspect should be adjusted, especially in a game genre where players inherently value high tier loot. Losing anything permanently never feels good, even if we can get it back with a bit of farming.
The losing of gear is the only thing I don’t like about the durability feature. Have “broken” be a reduction of effectiveness, but don’t take it out.
Definitely agree. Losing things permanently in a game (especially grinding ones) never feels good. I’d rather suffer with a broken axe that deals less damage but can still be buffed rather than just having nothing at all
Durability? Yes. But scaled down a lot from what it is now. I am now at Mariners and trying to fight three enemies with just a shield and all broken armor/items. Can’t repairt until I find a smith. Let us at least get something to repair it with, if only minor repairs.
Personally I prefer the durability system over losing XP and having all the enemies respawn ala dark souls. At least this way you’re still making progress. There were tons of times in dark souls games where i would be playing for an extended period of time then reach a boss or higher level enemy that would kill me and i would lose all that xp then have to make the same trek and kill the same monsters again, so i would end up quitting instead.
In my 9 hours of gameplay i only had one item break. Whenever i died i would check my gear and see if anything needed to be repaired, if it does then i would quickly go back to Sacrament and fix it. and since you always respawn at the last checkpoint you can easily fast travel after death so it only takes a few moments of time and some money, which is a good enough incentive to be careful and not die.
People that claim they’re equipment is full of broken items are clearly not being careful or paying attention to how much damage their gear has taken.
There is a consumable item currently that is essentially a repair kit and recovers 50 durability on all items you have equipped. Not sure if there’s a recipe to craft them or not id need to check.
No Rest for the Wicked is fantastic, but there is a big issue with the durability system, in my opinion.
I love difficult bosses. I don’t have a problem with having to try 20 or more times to defeat one. But if I have to repair my gear every 4-5 tries, or go farm for materials to repair my gear, that is not something I (and I think many players) enjoy.
Durability disrupts the gameplay experience (mainly the boss fights) so much. This game should be about trying and trying again, practicing, learning. Why do I have to leave the boss after every fifth try? It is annoying. I want to practice more, become better and better, but I can’t do that. Every time I go into a boss fight, I worry about my durability more than the boss itself. (Running out of food to heal can also disrupt boss attempts, but that is another topic.)
I don’t think there is any reason for this system to be in the game (at least for weapons and armor). But even if I just didn’t loose durability on death during boss fights, I’d be happy.
Outside of these issues, I think the game is amazing!
Games are not reality. The answer posed in this way makes maximum sense in the moment if the game design was adapted to it. In that case, it shouldn’t depend on weapon upgrades and shouldn’t support stats for a particular build. The developers themselves reference that the game should have high replayability due to the fact that you’ll want to try a different build in the next run. If the intent was to rotate weapons and equipment throughout the run, I would expect all weapons to always be equally powerful without the need for upgrades and all stats on equipment to be good for all weapon types. Of course, this would completely kill the intended replayability and also take away a huge amount of depth from the game. Therefore, this mechanic does not support what the game is trying to do and frustrates players as they are confused about what the game actually wants them to do. What we see here is simply one of the fundamental design flaws where the developers didn’t think about the fact that they were creating a course problem with this mechanic. On the one hand they want you to create your own build and you need to create it sensibly to defeat enemies and on the other hand they want you to have to pay for equipment repairs to defeat enemies and explore the world otherwise you lose your build. I believe a lot of not so experienced people with DS will play the game and it can be an entry into this genre for them. A simple loop comes out of that then. The player will play and try to learn how to defeat enemies with his build but they will kill him and he will still have to change equipment because he is not effectively able to kill enemies to use the same thing over and over. However, this will be another change that will lengthen the player’s learning curve and lead to frustration because every time he already knows something he will have to change his fighting style. It amazes me that the developers haven’t noticed this.