# What is the purpose of weapon Durability in NRFTW? (Is Death punish mechanic, but let's talk about it)

**URL:** <https://forum.norestforthewicked.com/t/what-is-the-purpose-of-weapon-durability-in-nrftw-is-death-punish-mechanic-but-lets-talk-about-it/20501>\
**Category:** Wicked Feedback\
**Tags:** weapons\
**Created:** [November 11, 2025, 7:31pm UTC](https://forum.norestforthewicked.com/t/what-is-the-purpose-of-weapon-durability-in-nrftw-is-death-punish-mechanic-but-lets-talk-about-it/20501 "2025-11-11T19:31:58Z")\
**Posts on this page:** 1\
**Showing post:** 16

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**Author:** ![Lombix\_4](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/lombix_4/32/9402_2.png) [@Lombix\_4](https://forum.norestforthewicked.com/u/Lombix_4)\
**Post date:** [February 9, 2026, 11:19am UTC](https://forum.norestforthewicked.com/t/what-is-the-purpose-of-weapon-durability-in-nrftw-is-death-punish-mechanic-but-lets-talk-about-it/20501/16 "2026-02-09T11:19:40Z")

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> [@YeahThatGuy](#):
>
> as you can probably guess this is a brainstorm post 😉

I know but I still want to answer you.

> [@YeahThatGuy](#):
>
> i know, but it is just the same as durability, with the difference that with durability you can remove the debuff at location, without having to go to town.

It can also be done in this system, just replace the “repair powder” with coffee or something like that xD.

> [@YeahThatGuy](#):
>
> your way of dealing with durability or tiredness is to only allow the blacksmith or the inn to allow to remove the tiredness/durability debuff.

> [@Lombix\_4](#):
>
> Passing a certain amount of time without dying causes it to slowly empty.

It recovers over time, so by playing well for long periods or taking a break from the game in real life, you can still recover.

> [@YeahThatGuy](#):
>
> The problem is: people will always complain, no matter the implementation.

“People will always complain” in not the problem, the goal is to build a better game, not to stop the complaints.

Sometimes complaints are useful criticism, sometimes they are not.

My system:

1. Resolves the ambiguity, as durability is confused with durability in other games.
2. Gives the player the opportunity to take a break and a buff after dying multiple times in a row.
3. Makes everything less frustrating, without trivializing death.
4. Better integrate beds into the game, (currently ignored by most players)

> [@YeahThatGuy](#):
>
> it shows that you are imporving.

Yes, but the fact that there is a buff to help you makes you question how much better you really are and how much the buff has helped.

It’s not a problem that would only bother hardcore players, when these functions are interfered with in games they are never appreciated.

For example, in Super Mario Bros., there was a function that made it so that after you died 5+ times in a level a block would appear that is designed to help you.

Even the fact that this block appears and you don’t have to use it is hated by players, it is seen as the game telling you that you are bad.

This function was available for 2/3 games and then it was not implemented anymore.

And super Mario bros. is a much chiller game than NRFTW.

> [@YeahThatGuy](#):
>
> people also compare themselves to others

The problem is that an automatic buff on death makes the player unable to compare himself with his previous self because there is always the doubt that it was the buff that made the difference.

> [@YeahThatGuy](#):
>
> **What we could do is give the people a choice**. Either:
> 
> - Get a buff on death, or
> - Get a permanent buff to drop rates
> - Or another buff like getting one more resource when farming etc

This encourages players to die every time the buff ends, resulting in the buff being permanent.

and then to make this happen the buffer is so small as to be imperceptible, and therefore nothing will be solved.

> [@YeahThatGuy](#):
>
> Difficulty modes could have a different starting buff, like:
> 
> - Easy/Normal: Buff on death.
> - Hard: No Buff, have to unlock it at the Seneschal.

I would understand adding it to easy, but I don’t think it’s appropriate. If you’re interested in talking about difficulties, you could read this: [Game Accessibility, Menu Difficulty Settings Vs In-Game Difficulty Settings](https://forum.norestforthewicked.com/t/game-accessibility-menu-difficulty-settings-vs-in-game-difficulty-settings/19972)

In any case it seems like you’re missing the target, I want to make death in NRFTW better integrated into the game, less ambiguous, and have a better version of the systems that are already implemented and therefore improve the gameplay experience Not making dying a positive experience, dying should remain a punishment, I’m improving the system around death to make the game a better experience.

Waking the game easier is not part of the plan. Removing the money cost makes sense because it punishes less skilled players much more than skilled players and I would like the difference to be minimal, furthermore it punishes players in the long term for a mistake in the short term which doesn’t make much sense in the context of a video game where dying to learn is normal.

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