Breakage/saved posts
Dec 2001
Topic: Breakage (2)
Message #: 5698
Author: GS3-BRAUDEN (GM Brauden)
Date: Dec 27, 2001 at 14:11
Subject: Breakage
Many of you have asked what our goals of breakage are and why we've been so animate about proceeding with its implementation. Tolli and I have managed to pen the following, in hopes that it'll help to answer many of the questions that you may have about the reimplementation of breakage.
The redevelopment of breakage is being done as a means to address several issues that have had chronic negative effects on the world of Gemstone III. The primary goals of this reintroduction are to create a moderate amount of item attrition, help to temper the cost of acquiring 'nice' equipment, and to reestablish a reasonable average equipment level for both players and creatures.
Breakage is intended to reintroduce item attrition, which was originally part of the more balanced design of the game, but lost when the breakage system was temporarily discontinued (a situation which lasted far longer than originally intended). This will be accomplished in a number of ways. Breakage will force the more realistic refreshing of combat-oriented items, as well as offer more complexity in hunting choices, throughout the game. Item degradation and catastrophic failure will result in a modest rate of item attrition, especially of items which are not properly maintained. Some attrition will be a result of players choosing not to use keepsake items or artifacts in combat, but save them for roleplaying purposes only. Item attrition will also come from the breakage mechanics themselves. This turnover of gear is sorely needed in order for us to be able to introduce new items into the game, counter hyperinflation, introduce new strategies and choices in hunting, and to make balanced hunting areas and creatures more widespread, especially at higher levels.
As many more powerful items eventually break, combined with limitations on the availability of repair of catastrophically broken items, there will be a constant turnover of a varying amount of hunting gear. Because of the strong sentimental and historical attachment expressed by many players, items will remain in the game as non-combat functional 'props', even after catastrophic failure. These items will retain their appearance, but will be unusable in combat. Thus, the reimplementation of breakage will not sacrifice the hard work and dedication that many players have invested in acquiring customized items that best suit and add to their character.
The introduction of powerful items has been severely limited because those items were likely to exist indefinitely, except for the tiny percentage lost through accidents. With the assurance that a steady stream of combat-oriented items will be leaving the game, it will be possible to begin reintroducing a greater number of relatively powerful items. The balancing fact, of course, is that many of these new items will eventually be cycled through the system if used regularly. The usage-based deterioration that breakage employs will allow items to be balanced not only by their combat abilities, but also by their expected longevity. This added dimension opens the door for Gamemasters to release relatively powerful items into the game in greater numbers than is presently possible. We expect to begin releasing some more powerful items after about thirty days, which will allow us time to gather data and continually tune the system if need be.
As a result of items requiring some upkeep and carrying some risk of breakage, rather than representing a one-time permanent investment, a moderate amount of deflation is expected to counter the current hyper-inflated prices common in today's player-to-player sales. Items that are regularly used in combat will, in essence, have an estimated lifespan, depending on their strength and durability. We expect that players will not be quite so willing to part with massive amounts of silver demanded for any 'good' item right now. With the ability to reintroduce such items, because they will be cycled through the game via breakage, many 'good' items will again be available for purchase via Gamemaster merchant shops, which typically have a significantly lower price than the player-to-player market does.
Along with the possibility of item attrition, there is also a guarantee that continued investment will be required to maintain and repair items after the initial purchase, in proportion to how much the item is actually used in combat. Whether the investment is through fees paid to NPC-run shops, or through the purchase of repair kits, the constant cost of use will help to control inflation and alleviate stockpiling of silver. Currently, far more silver is constantly entering the game via the treasure system than is leaving the game, which results in a self-feeding spiral effect that drives the inflation of silver prices for anything but the most basic equipment at an absurd rate.
The reintroduction of breakage will also bring a new dimension to hunting and strategy. Just as with the lockpicking system, players will begin to evaluate their equipment more stringently, rather than simply always going armed and armored in their best equipment. Breakage will force a more flexible dynamic into the strategies of hunting and choosing hunting gear. Do you risk your best weapon in an area where the creatures are heavily armored, or do you choose something a little less powerful but more stout? Do you wear your best armor in an area where the creatures carry destructive weapons, or do you shift into something sturdier but less protective and explore other tactics for dealing with the creature?
As a result of all of these facets of breakage, it will be easier to balance hunting areas and the abilities of creatures, instead of having to modify them to compensate for an elevated average quality of equipment. Not having to engage in that series of tweaks, in an attempt to balance the challenge a creature presents, will allow characters who do not choose to invest countless hours in obtaining the finest in armor and weaponry to be on a far more even playing field.
The motivation for the reimplementation of breakage is to begin to balance aspects of Gemstone III that have become difficult to manage without the originally intended item attrition, and above all to create a better gaming experience for all our players.
Brauden
Oct 2001
Topic: Important Announcements (1)
Message #: 156
Author: SIMU-MELISSA from PLAY.NET
Date: Oct 8, 2001 at 19:01
Subject: Breakage Returns
BREAKAGE RETURNS!
It's time to get friendly with the weapon merchants! Weapon and armor degradation and breakage is returning on October 26th.
In an unprecedented act of good will, the weapon and armor merchants of Elanthia have elected to offer all weapon and armor repair services for free! They will be extending this offer to the citizens of Elanthia for the week of October 26th through November 1st.
WHAT IS BREAKAGE?
Breakage is system by which weapons and armor deteriorate or break. The mechanics that determine breakage are based loosely on normal kinetic physics. Items deteriorate with every contact with another item, which occurs most often in combat, but may occur in other situations as well.
Most situations involve two items “clashing.” The mechanics of breakage involve comparing the difference of item strengths (STR) modified by their integrity. Both items incur degradation, with the weaker item suffering a larger magnitude of degradation. Degradation affects item integrity, and in turn, item integrity affects strength and durability (DU). In addition, the item with a lower strength also undergoes a “catastrophic failure” roll.
CATASTROPHIC FAILURE
Catastrophic failure (CF) is where an item suffers irreparable harm and is rendered totally useless. The CF roll is an open die 100. (An open die 100 roll involves a random roll of a number between 1 and 100. If that number is above 95, then another random number between 1 and 100 is generated and added to the previous number. If the second roll is above 95, another random number between 1 and 100 is generated and added to the total. And so on. The sequence comes to an end when a number of less than 95 is rolled.) The sum total of the open die 100 roll must exceed the effective durability value of the item in order for catastrophic failure to occur. The effective durability of an item is the Durability of that item modified by the item integrity.
Some items that undergo catastrophic failure may be repairable.
WEAPON AND ARMOR MAINTENANCE
Weapon and armor deterioration will be repairable using repair kits that will be made widely available in all towns. Profession and skills will be taken into account when determining the success of any repair.
Professional maintenance services will also be available in most major towns for a fee. Some broken items that have undergone CF will also be repairable in the same locations. However, only special merchants will be able to repair advanced or special weapons and armor that have been broken.