#11
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Quote:
Also, more than one item on a person can poof when he is killed. If all his stuff has one point of durability when he is killed then all of it is destroyed. | |||
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#12
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so are u goin to create, balance, code, test, and implement a custom durability system?
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#13
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Quote:
__________________
Checkraise Dragonslayer <Retired>
"My armor color matches my playstyle" | |||
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#14
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Quote:
It did occur to me, however, that there is a much simpler way to do it that would ensure there wouldn't be a glut of copycat items floating around. Original items looted from mobs have, say, 10 durability. Let's use a helm as an example. Ok, someone kills you, the loot system selects your helm. Your helm loses 1 point of durability. A copycat helm is created for the person who killed you which only has 1 point of durability. Copies cannot themselves be copied. Copies will lose their one point (and be destroyed) if you die for any reason, killed by another player or a mob. So ten, basically temporary helms, could be created from the original. The last time would destroy the original. This gives those hard to obtain original items a little security buffer before you lose them. Basically you have to lose them 10 times before they are actually gone. It lets the killer get something as a reward but it's a zero sum game so it can't create a huge quantity of copycat items. | |||
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#15
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Any duplicate items are bad items.
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