Estralis Seborian wrote:The problem with instant-complaining about a new feature is that developers tend to ignore it due to a lack of reason. I am pretty sure our devs will listen to reports and suggestions how to adjust the wear rate. But do it with reason and give details instead of "turn off that crap" or "STFU"
Estralis, I believe the whole point of the thread is that tools
break too easily, not that they break. Enough chars have posted examples of this and requested it be adjusted so they would NOT break so quickly.
One good or very good tool should last more then 200-300 actions
before it breaks completely. Throwing out a number at random, I would say for each category, i.e. excellent, very good, good, scratched, highly scratched, a tool should be used for approximately 1000 actions before dropping to a lower category gradually declining until corroded, then break.
(This number also has the advantage of allowing the char to actually find someone to repair and still use the tool for a little, unlike the system as it is now.)
This number should ALSO be adjusted upward (1500-2000) for those professions...i.e. tailoring, herb gathering etc. that have NO opportunity to earn coin yet in the game system... realizing this is being worked on and when there is coin to earn, the tool rate breakage can be adjusted to "normal" rate again.
If you are including all tools, then the static "town" tools should be included also, i.e. spinning wheel, work table etc. requiring towns need to purchase more.
Achae being the game
standard for crafter char not having adjusted str, dex etc when made but only using the recommended one by the game would be a good example of what a new char would run into for tool breakage...most I assume ALSO picking the game standard if they want a crafter char.
My main concern is new players and I hope there is some statistics to see how many start out as crafters but quit, or change their profession except for Smiths and now Cooks, not planning to craft anymore myself, at least not as a tailor.