deuxhero
Arcane
The only good weapon durability systems are ones where it is completely unrelated to money sink. Stuff like Swordcraft Story trilogy, where it's a second HP bar that's either automatic or trivial to refill between battles, and Way of the Samurai 1-3, where it's a stress gauge that goes down automatically when not attacking/blocking and bad things only happen when it's full.
It's even worse with guns. The only parts that fail with use on any decently made firearm are barrel (where only the rifling fails), bolt and springs. Due to the design nature and materials, there's no fixing these parts as a practical mater and they just need a replacement. Even then, unless the player is dumpping mags in full auto for the sake of it, the lifespan will far exceed the number of rounds the player will actually fire in an entire campaign.
edit: I can't even think of a single game where repairs are money sinks except those where "repair" is actually restoring charges to a magic item. Maybe New Vegas with ultra high end stuff you find damaged early (which is pretty much the stuff off the dead Brotherhood of Steel scouts), but even that is entirely avoidable. Even games with repair I can think of having far better non-repair money sinks, like Morrowind's training and enchanting (MW's many economy issues not withstanding).
edit: Fire Emblem's implementation is kinda a cash sink, but it's more of resources being finite. You always know exactly how many uses you have left, and in most cases repairing items is an artifact level effect that happens 3 or less times per playthrough and is only used to renew the most important ones, rather than a chore of constantly rushing back to repair shit.
It's even worse with guns. The only parts that fail with use on any decently made firearm are barrel (where only the rifling fails), bolt and springs. Due to the design nature and materials, there's no fixing these parts as a practical mater and they just need a replacement. Even then, unless the player is dumpping mags in full auto for the sake of it, the lifespan will far exceed the number of rounds the player will actually fire in an entire campaign.
edit: I can't even think of a single game where repairs are money sinks except those where "repair" is actually restoring charges to a magic item. Maybe New Vegas with ultra high end stuff you find damaged early (which is pretty much the stuff off the dead Brotherhood of Steel scouts), but even that is entirely avoidable. Even games with repair I can think of having far better non-repair money sinks, like Morrowind's training and enchanting (MW's many economy issues not withstanding).
edit: Fire Emblem's implementation is kinda a cash sink, but it's more of resources being finite. You always know exactly how many uses you have left, and in most cases repairing items is an artifact level effect that happens 3 or less times per playthrough and is only used to renew the most important ones, rather than a chore of constantly rushing back to repair shit.
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