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So it feels more like a maintenance thing, weighing up whether it’s worth spending the caps/repair kit now or if you should risk a bit longer with diminished offensive capability to get the most out of the repair kit

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I liked how New Vegas’s weapon degradation felt more like a linear process than “working fine and-OOP suddenly broken”, as well as the ability to fix broken weapons not being hard (on normal difficulty at least repair kits are all over the place and every vendor can do repairs)

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It made me feel like a survivor in a post apocalypse who had to think about weapon maintenance. I felt more capable and powerful when my character had learnt enough to be able to maintain with a wider array of parts.

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I liked that you could take a perk in fallout 3 (or NV) that allowed you to repair weapons with similar weapons, not just identical. So you could repair a combat shotgun with a different kind of shotgun, rather than only using combat shotguns.

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I really liked weapon durability in fallout 3 (or it might have been new Vegas? Both?). I was sad to see it removed in fallout 4. For the record I like the weapon durability in BOTW.

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I like morrowind and oblivion quite a lot. Deciding whether to learn to repair your stuff and carry tools or spend some of your gold on having someone else do it feels good to me. Fallout 3 and new Vegas are pretty popular examples as well

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I remember replaying Horizon Zero Dawn on hard a whole ago, and was amazed how fun it was to use every weapon, as I ran out of ammo. Soany weapons I had dismissed were actually great, but on normal, I stuck to bows almost exclusively, because they were reliable.

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I agree this will make it less frustrating. But will it encourage, like BotW encouraged, the constant use of every weapon? I hope it will, but I'm not sure. I'm not an expert in game design, but I'm fascinated by mechanics that work, but we still don't use.

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Make degradation less punishing by: - an opportunity to avoid full destruction - make full destruction never happen - offer a way to repair degraded items

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Make degradation seem more narratively significant by: - introducing randomness, so that it *might* not happen - tie it to more significant events - tie it to mastery events/punishment for failure

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I have some thoughts. Players seem frustrated with it feeling like a chore.

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Maybe a repair system but I don't know if it would actually be fun. Like it'd be another resource if need to hoard. Maybe if you could only repair with other broken weapons. Force you to cycle through them still.

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I've been trying to think of a better system, that still makes me pick up a skeleton arm and use that, and I've got nothing. And picking up a skeleton arm because my last weapon broke was one of the best experiences in the game

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I'm struggling to think of one. I very often find they feel bad even when they are also helping to keep me engaged. I'm also a "finishes the game with a stack of never used elixirs just in case I need them more" kind of player; durability extends that impetus across the system.

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I have two thoughts on botw only one of which is helpful to other games 1: Things broke very quickly but were very available; to me it felt more like the unfun kind of constant inventory management than interesting choices 2: people expect permanent upgrades from items in Zelda

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It’s not really a durability system, but the enchanted weapons system in Skyrim is something that I like, and the durability system in FFXIV - I hate systems where if a weapon reaches 0% durability it breaks and is lost, but repair/recharge is something I do like.

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I liked BOTW's system, but it was the first Zelda game I really got into, so I didn't have any expectations about it.

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Was it Macchiato Monsters? All weapons are d4, can increase to d6 or d8, but roll a 1 and it goes down a dice size to show degradation

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Notably in a lot of these, the high level bonus is overcoming degradation. This untethers the advanced player and acts as a gate to wider/further exploration. Botw doesn't, given it has no home base to speak of. Interesting. Need to ponder this more.

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Most survival games like Minecraft use degradation (or for sci fi like Subnautica or Astroneer, battery) to create a "tether" to the home base. Go out, come back. Consume, repair. Use iron pick to dig, return to furnace to make more iron picks. Big part of the sine wave.

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Does single use count? The last of US's shivs will one shot a clicker, but then it's broken. Makes attacking a rewarding but costly endeavour.

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Dead Rising did the BotW thing: stuff broke easily but you were surrounded by options. Was great at getting me to try new things, or make those clown chainsaws feel special. Even more so because there was a ticking clock. Can you afford crossing the mall to get the chainsaws?

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WoW around Burning Crusade and Wrath when I was raiding had item durability drop on death. It put a cost on each pull and for tanks in heavy armour (more expensive to repair) it would really hurt over a night of progression. A nice cost that gave each pull weight.

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Dark Souls 2 items degraded through use but were repaired at each bonfire. It meant that in most cases the average player wouldn't notice but if you had a long session between bonfires it would increase tension dramatically.

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There was an old Buffy game where to kill vampires you had to stake them. So you'd weaken them with a tool, then the tool would break and you could use the broken handle to dust them. Super cool phased attack system.

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Yeah, but if they noticed hating it as much as they seem to then I intuit it's possible to deploy it in a more gracious and elegant way to achieve the same without the obvious pain-point.

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I think what I specifically liked was not being enabled to hoard, so I felt more free to experiment or just grab a stick in desperation. Felt very open world because of that.

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I saw a great analysis on how even though players SAY they didn't like how botw handled durability, it actually served the overall gameplay experience exactly as it was meant to, upping their enjoyment indirectly, and I agree with that one.

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WLG has no hitpoints or death so stamina and resource usage become much more load bearing pillars I need to Get Right

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Yeah I liked botw's too but it's also the example most used when people say they hate such systems so I want to work out what makes it work/not work for people

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I liked BotW's! The older Fire Emblem games too, where you had to ration when you wanted to use your most badass specialty weapons.

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It's definitely worth looking at as a starting point. It's why I put ammo charges on melee weapons in DoB. A sword wears down as you use. I feel like durability is most interesting when it's reflecting a resource scarcity... I'm getting sidetracked, I also recommend red markets.

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The TTRPG Red Markets has a charge based equipment system that I like, but it's pretty strongly linked to the economic hardship integral to the player characters. Might not work out of that context.