Currently we have no final decision on damage/repare system. In general we’ll follow next rules:
– all equipment will reduce effectiveness after long use – so you’ll need to repare it from time to time;
– some equipment can’t be totally broken even without repair – that’s about most valuable equipment;
– some equipment can be totally broken – that’s about non-critical equipment – so in general – hard to obtain = hard to loose; easy to obtain = easy to loose;
– some equipment will became unusable after certain period of time – for example some types of food, some of quest items etc. – to avoid generating of “garbage loot”
It’s not only about realistic, it’s also about gameplay and balanse.
By totally broken, you mean the item can still be repaired but it can’t be used until repaired, right?
I’m fine with food and such being like that, I just don’t like it when it’s like that for armor and weapons.
Additionally to different danger level in areas every item will also have it’s “drop chance” and player will be able to reduce this chance for his items, even till 0 for some types of weapons/equipment. But if your item drop chance not equal to 0 – you still have a chanse to loose it.
As long as I’m able to make the drop chance on any good guns I find equal to zero, I’ll be happy. Armor comes second to weapons in my eyes.
Good suggestions! Of course that doesn’t mean that everything in game will be done right as you describe here
Thanks!