Hey guys,
As I posted previously on this thread (Remove item durability altogether), I would like to build on that previous idea by implementing a ‘tier system’ when it comes to item durability, repairs and the overall durability system.
Many people have been complaining about how fast items decay nowadays, and I do agree with that, and I believe I came up with a good solution for it.
Think of it as a tier system, from one to three.
Tier one would be cloth, that being the most fragile, I believe that this type of item should have the standard durability, what we are seeing nowadays, something that breaks (or rips, in this case) quite easily, but I do believe it should also be easily fixed, so that means low prices of repair for sewing it up back together.
Tier two would be for leather equipment, which I believe should be two to three times stronger than cloth, with a higher repair cost, for it takes a lot more work to mend leather than to sew a piece of cloth.
Tier three is obviously for plate gear, which should be by far the most expensive one when it comes to price of repair, but also much stronger than leather, lets say… two times as strong?
In summary, lets say one specific attack from a boss monster takes one point of durability from a plate piece, I believe it should take two or so from leather and about four~five from cloth equipment. IMC can easily remedy the mathematics by simply adding way more durability points to both leather and plate equipment.
The repair costs require a bit more thought, some balancing would have to be done, especially to plate armor, I believe it should be a lot more expensive than the rest.
Also, don’t forget that the Squire class can repair as well, so lets say that leather and plate require more materials to be repaired when compared to cloth.
I know it is a very general idea, but I do believe it could work.
Please make sure to add any further ideas on the subject below!
Thank you for your time.

