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		<title><![CDATA[Faldon Forums - durability]]></title>
		<link>https://www.faldon.org/topic/6031/</link>
		<description><![CDATA[The most recent posts in durability.]]></description>
		<lastBuildDate>Tue, 06 Sep 2011 11:07:15 +0000</lastBuildDate>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68345/#p68345</link>
			<description><![CDATA[<div class="quotebox"><cite>Magis wrote:</cite><blockquote><p>The problem with the economy is, and i may be going off on a limb here, but there&#039;s 10-20+ players right now. So, Lets say there&#039;s enough items for approx. 50-100+ players. So if there&#039;s only 10-20 players, and enough items for 50-100 players, there&#039;s so much supply, but no demand, because there&#039;s only 20 players, but enough items for 50-100 players. So, the problem is not Tinker, but the community, theres just not enough players, So a Wipe is needed to solve this, Nerfing Tinker is not the answer.</p></blockquote></div><p>Ya and there once was 10 stones for 2 persons, those 2 people had too much with 10 stones, so because there are only 2 people for 10 stones they have too many stones for just the 2 of them, 10 stones.</p>]]></description>
			<author><![CDATA[dummy@example.com (Mister Rob)]]></author>
			<pubDate>Tue, 06 Sep 2011 11:07:15 +0000</pubDate>
			<guid>https://www.faldon.org/post/68345/#p68345</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68342/#p68342</link>
			<description><![CDATA[<p>The problem with the economy is, and i may be going off on a limb here, but there&#039;s 10-20+ players right now. So, Lets say there&#039;s enough items for approx. 50-100+ players. So if there&#039;s only 10-20 players, and enough items for 50-100 players, there&#039;s so much supply, but no demand, because there&#039;s only 20 players, but enough items for 50-100 players. So, the problem is not Tinker, but the community, theres just not enough players, So a Wipe is needed to solve this, Nerfing Tinker is not the answer.</p>]]></description>
			<author><![CDATA[dummy@example.com (Magis)]]></author>
			<pubDate>Tue, 06 Sep 2011 07:12:56 +0000</pubDate>
			<guid>https://www.faldon.org/post/68342/#p68342</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68341/#p68341</link>
			<description><![CDATA[<div class="quotebox"><cite>Mr Spy wrote:</cite><blockquote><div class="quotebox"><cite>Sykes wrote:</cite><blockquote><p>dumb idea, i got some nice pre/suf items and i will not be eventally losing them cause i cant repair to max dura</p></blockquote></div><p>And that is why there&#039;s so many items, they never decay. I would very much like to have Tinker lower max dura a little bit for each repair but the majority of the players will not like it.</p></blockquote></div><p>Im in favour of lowering max dura!!! without it the faldon economy is fuxed.</p>]]></description>
			<author><![CDATA[dummy@example.com (Roachsta)]]></author>
			<pubDate>Mon, 05 Sep 2011 18:11:12 +0000</pubDate>
			<guid>https://www.faldon.org/post/68341/#p68341</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68255/#p68255</link>
			<description><![CDATA[<div class="quotebox"><cite>Rader wrote:</cite><blockquote><p>This game needs a wipe. Plain and simple.</p><p>For the future clients (If they ever finish) there needs to be a set economy idea again, whether it&#039;s higher drop rates with decay, or lower drop rates with the ability to repair. Just like how Mumblee explained. </p><p>There is too much damage to this current client because of duping, xmas tree, gm spawned, etc</p><p>Too many items, too much inflated gp. You can&#039;t just fix these things with a single vendor. Even if Tinker were to be removed, it would take years for it to even dent the amount of items now. Such a gradual decrease wouldn&#039;t even lower the price of items since it wouldn&#039;t be an immediate effect.</p><br /><p>So like I&#039;ve said, and have said for years. We need a server wipe.</p></blockquote></div><p>Agreed</p>]]></description>
			<author><![CDATA[dummy@example.com (darkninja)]]></author>
			<pubDate>Tue, 30 Aug 2011 21:17:27 +0000</pubDate>
			<guid>https://www.faldon.org/post/68255/#p68255</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68253/#p68253</link>
			<description><![CDATA[<p>I play another game and theres no dura at all on items. And its economy runs smoooth</p>]]></description>
			<author><![CDATA[dummy@example.com (Forest Haven)]]></author>
			<pubDate>Tue, 30 Aug 2011 19:38:13 +0000</pubDate>
			<guid>https://www.faldon.org/post/68253/#p68253</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68251/#p68251</link>
			<description><![CDATA[<div class="quotebox"><cite>Kr0nic wrote:</cite><blockquote><div class="quotebox"><cite>Mumblee wrote:</cite><blockquote><div class="quotebox"><cite>OreoTyler wrote:</cite><blockquote><p>...Or you could simply wipe the fucking client and get rid of all of the gm spawned/duped items that were acquired over time...because all of the sudden these great items appear out of &quot;no where&quot;...get real. and mumblee...taking tinker out was a stupid idea to begin with, EVERY GAME OUT THERE HAS A REPAIR SYSTEM WHERE YOU CAN REPAIR ITEMS TO MAX DURABILITY, durability on items isn&#039;t the problem...</p></blockquote></div><p>I also suggested that they wipe, but that went over even less well than nerfing claymores.&nbsp; &nbsp;<img src="https://www.faldon.org/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Regarding the system that other games use, I&#039;d say that you&#039;re making a broad generalization there.&nbsp; More importantly, though, is the point that other games don&#039;t have items flow into their economy as easily as Faldon does.&nbsp; You can&#039;t just sit around and AFK camp and get leet gear in WoW, you have to run instanced content and fight bosses.&nbsp; I actually mentioned this at the start of my big post - the old system of Faldon did allow for full repairs, but the tradeoff was that items were much more rare.&nbsp; That system worked well, but for this client Zer explicitly set out to try something different - using a decay based economy.</p></blockquote></div><br /><p>Which failed miserably.</p></blockquote></div><p>No it didn&#039;t.&nbsp; It was different than the previous system, but it worked fine.</p>]]></description>
			<author><![CDATA[dummy@example.com (Mumblee)]]></author>
			<pubDate>Tue, 30 Aug 2011 18:41:19 +0000</pubDate>
			<guid>https://www.faldon.org/post/68251/#p68251</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68244/#p68244</link>
			<description><![CDATA[<p>This game needs a wipe. Plain and simple.</p><p>For the future clients (If they ever finish) there needs to be a set economy idea again, whether it&#039;s higher drop rates with decay, or lower drop rates with the ability to repair. Just like how Mumblee explained. </p><p>There is too much damage to this current client because of duping, xmas tree, gm spawned, etc</p><p>Too many items, too much inflated gp. You can&#039;t just fix these things with a single vendor. Even if Tinker were to be removed, it would take years for it to even dent the amount of items now. Such a gradual decrease wouldn&#039;t even lower the price of items since it wouldn&#039;t be an immediate effect.</p><br /><p>So like I&#039;ve said, and have said for years. We need a server wipe.</p>]]></description>
			<author><![CDATA[dummy@example.com (Rader)]]></author>
			<pubDate>Tue, 30 Aug 2011 03:49:24 +0000</pubDate>
			<guid>https://www.faldon.org/post/68244/#p68244</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68242/#p68242</link>
			<description><![CDATA[<p>Get rid of tinker and allow duping... problem solved!... o wait.. <img src="https://www.faldon.org/img/smilies/yikes.png" width="15" height="15" alt="yikes" /></p>]]></description>
			<author><![CDATA[dummy@example.com (Fireborn)]]></author>
			<pubDate>Mon, 29 Aug 2011 19:37:06 +0000</pubDate>
			<guid>https://www.faldon.org/post/68242/#p68242</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68241/#p68241</link>
			<description><![CDATA[<div class="quotebox"><cite>Mumblee wrote:</cite><blockquote><div class="quotebox"><cite>OreoTyler wrote:</cite><blockquote><p>...Or you could simply wipe the fucking client and get rid of all of the gm spawned/duped items that were acquired over time...because all of the sudden these great items appear out of &quot;no where&quot;...get real. and mumblee...taking tinker out was a stupid idea to begin with, EVERY GAME OUT THERE HAS A REPAIR SYSTEM WHERE YOU CAN REPAIR ITEMS TO MAX DURABILITY, durability on items isn&#039;t the problem...</p></blockquote></div><p>I also suggested that they wipe, but that went over even less well than nerfing claymores.&nbsp; &nbsp;<img src="https://www.faldon.org/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Regarding the system that other games use, I&#039;d say that you&#039;re making a broad generalization there.&nbsp; More importantly, though, is the point that other games don&#039;t have items flow into their economy as easily as Faldon does.&nbsp; You can&#039;t just sit around and AFK camp and get leet gear in WoW, you have to run instanced content and fight bosses.&nbsp; I actually mentioned this at the start of my big post - the old system of Faldon did allow for full repairs, but the tradeoff was that items were much more rare.&nbsp; That system worked well, but for this client Zer explicitly set out to try something different - using a decay based economy.</p></blockquote></div><br /><p>Which failed miserably.</p>]]></description>
			<author><![CDATA[dummy@example.com (Kr0nic)]]></author>
			<pubDate>Mon, 29 Aug 2011 18:59:24 +0000</pubDate>
			<guid>https://www.faldon.org/post/68241/#p68241</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68238/#p68238</link>
			<description><![CDATA[<div class="quotebox"><cite>OreoTyler wrote:</cite><blockquote><p>...Or you could simply wipe the fucking client and get rid of all of the gm spawned/duped items that were acquired over time...because all of the sudden these great items appear out of &quot;no where&quot;...get real. and mumblee...taking tinker out was a stupid idea to begin with, EVERY GAME OUT THERE HAS A REPAIR SYSTEM WHERE YOU CAN REPAIR ITEMS TO MAX DURABILITY, durability on items isn&#039;t the problem...</p></blockquote></div><p>I also suggested that they wipe, but that went over even less well than nerfing claymores.&nbsp; &nbsp;<img src="https://www.faldon.org/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Regarding the system that other games use, I&#039;d say that you&#039;re making a broad generalization there.&nbsp; More importantly, though, is the point that other games don&#039;t have items flow into their economy as easily as Faldon does.&nbsp; You can&#039;t just sit around and AFK camp and get leet gear in WoW, you have to run instanced content and fight bosses.&nbsp; I actually mentioned this at the start of my big post - the old system of Faldon did allow for full repairs, but the tradeoff was that items were much more rare.&nbsp; That system worked well, but for this client Zer explicitly set out to try something different - using a decay based economy.</p>]]></description>
			<author><![CDATA[dummy@example.com (Mumblee)]]></author>
			<pubDate>Mon, 29 Aug 2011 18:40:21 +0000</pubDate>
			<guid>https://www.faldon.org/post/68238/#p68238</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68200/#p68200</link>
			<description><![CDATA[<p>...Or you could simply wipe the fucking client and get rid of all of the gm spawned/duped items that were acquired over time...because all of the sudden these great items appear out of &quot;no where&quot;...get real. and mumblee...taking tinker out was a stupid idea to begin with, EVERY GAME OUT THERE HAS A REPAIR SYSTEM WHERE YOU CAN REPAIR ITEMS TO MAX DURABILITY, durability on items isn&#039;t the problem...</p>]]></description>
			<author><![CDATA[dummy@example.com (OreoTyler)]]></author>
			<pubDate>Sat, 27 Aug 2011 21:40:49 +0000</pubDate>
			<guid>https://www.faldon.org/post/68200/#p68200</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68180/#p68180</link>
			<description><![CDATA[<div class="quotebox"><cite>Magis wrote:</cite><blockquote><p>Ill quit the game should this happen, Quit last time Tinker was removed, ill quit this time if its removed/nerfed.</p></blockquote></div><br /><p>Mumblee look, someone crying about bettering the game.... AGAIN.</p>]]></description>
			<author><![CDATA[dummy@example.com (Kr0nic)]]></author>
			<pubDate>Fri, 26 Aug 2011 23:16:27 +0000</pubDate>
			<guid>https://www.faldon.org/post/68180/#p68180</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68179/#p68179</link>
			<description><![CDATA[<p>Ill quit the game should this happen, Quit last time Tinker was removed, ill quit this time if its removed/nerfed.</p>]]></description>
			<author><![CDATA[dummy@example.com (Magis)]]></author>
			<pubDate>Fri, 26 Aug 2011 22:56:53 +0000</pubDate>
			<guid>https://www.faldon.org/post/68179/#p68179</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68178/#p68178</link>
			<description><![CDATA[<div class="quotebox"><cite>Mumblee wrote:</cite><blockquote><p>Kr0nic, I think you&#039;re right that claymores were sort of a confounding variable there - as a player and then later as a Gm I repeatedly asked to have them nerfed a little bit to help balance, but that didn&#039;t happen.</p><p>That said, I don&#039;t agree with your conclusion that they would have stopped decay, I think they would have just slowed it a little.</p></blockquote></div><p>your right even if they did make them decay but slow it down a bit would be more of an approvement to the economy then what is happening atm</p>]]></description>
			<author><![CDATA[dummy@example.com (poopoo head)]]></author>
			<pubDate>Fri, 26 Aug 2011 21:28:28 +0000</pubDate>
			<guid>https://www.faldon.org/post/68178/#p68178</guid>
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			<title><![CDATA[Re: durability]]></title>
			<link>https://www.faldon.org/post/68177/#p68177</link>
			<description><![CDATA[<p>Kr0nic, I think you&#039;re right that claymores were sort of a confounding variable there - as a player and then later as a Gm I repeatedly asked to have them nerfed a little bit to help balance, but that didn&#039;t happen.</p><p>That said, I don&#039;t agree with your conclusion that they would have stopped decay, I think they would have just slowed it a little.</p>]]></description>
			<author><![CDATA[dummy@example.com (Mumblee)]]></author>
			<pubDate>Fri, 26 Aug 2011 18:18:37 +0000</pubDate>
			<guid>https://www.faldon.org/post/68177/#p68177</guid>
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