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can be good if done correctly
you dont want players to sit on the same fucking weapon all game and not try out other things.
Make everything viable, be Goblin Slayer
in w3 you just stay on same weapon constantly, it merely encourages interacting with nearby blacksmiths to repair all equipment
>game has weapon durability
In some games, it's necessary. If you didn't have weapon durability in Project Zomboid, people would only stick with the first katana they find until they die,
Play Cursed Blacksmith
one of the few games with a correctly done durability system.
Is always horseshit, especially in games with heavy narrative focus. If you absolutely want it, keep it in your garbage arcade, gameplay-focused games.
Weapons durability always comes down to two things
>being inconsequential because there is a shit ton of weapons, which makes the entire concept pointless
>being a massive pain in the ass because you've stock on weapons and/or keep repairing them with the exact copies of the same/similar weapon because the game really need to create some reason for you to put points into the repair skills and perks
So at absolute best, it is pointless, at worst it's a chore that detracts from the gameplay.
Give me ONE (1) non-random non-crappy game with a narrative focus that had weapons durability done in a way where it actually added something worthwhile to the player's enjoyment/immersion without it falling into the two aforementioned cases.
The argument that players would then stick to one weapon is a bullshit argument.
The idea that you need weapons durability to have a motivation to try different weapons is nonsensical. If you need your weapons falling apart for you to try out new toys the games give you then you should just have a nice day.
It's not bad per se. Guns being worn out after thousands of rounds fired and swords being dulled from dozens of fights is a cool concept.
It's just shit when applied like in BOTW where a single gold enemy will take 4 brand new weapons to kill
>Guns being worn out after thousands of rounds fired and swords being dulled from dozens of fights is a cool concept.
Never happens. Weapons durability in games is always fucked and way, way lower than it should be.
If weapons, be it guns or melee weapons, were that unreliable and fragile they would be useless.
Why is she programming in Neovim using the Gruvbox theme?
>"ambitious and brave"
Tolerable enough, I have worse
>weapon durability - weapon repairs are finite or can be made only in special missions
I am looking at you, dying light
Still better than no repairs at all, though
I always mod it out whenever possible.
Zombie games suffer the most from it, a sword i get but how the fuck is a solid steel pipe with weighted bolts going to break from beating up rotting carcasses.
I think there are times when it can enhance an experience. The dead rising series makes a pretty viable with the amount of shit you can pick up, and I personally find it exhilarating when your weapon jams in Stalker.
I like the idea of weapon durability, but the game has to be designed around it. Dead Rising did it well I think. Weapons in these types of games should be used and thrown away, the player shouldn't get attached to them any more than they would get attached to consumable item.
I don't really like durability systems where keeping the weapon repaired is a meaningless task, like long-term durability systems where you just restore a number by visiting an NPC like a blacksmith. that's pointless
Are there any games where weapon material has a fleshed-out effect on the durability system? For example iron weapons do more damage but they rust unlike bronze?
>hated it in Fallout
>never cared in BOTW
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