Why no weapon durability? I felt it was pretty well handled in Underworld and Arx. It added some depth to decision-making about what weapons to carry and when to use them on which enemies and limiting their use in cheesy endeavors like smashing down doors, while giving some additional utility to technical skills and NPC trading for repairs. Of course, there are drawbacks to consider, and weapon durability systems are not created equal. Just curious for your general thoughts on the matter.
You should find the discussion about weapon durability a few pages back in this thread.
Essentially I was lukewarm on it and people weren't too hot for it either so I decided to drop it for now.
I think its a good method to keep the player from breaking through all doors but it's really hard to get it right. Especially when you wanna have more of an impactful gear progression than Underworld.
In Underworld you had 15 (melee) weapons categorized in three weapon types. You could put skill points in each weapon type.
For the sake of simplicity lets say I only put skillpoints in swordfighting and I only use swords.
In the KF world of design I'd start out with the dagger, I'd progress to the short sword and I'd end up with the sword of justice (or the Moonlight Greatsword) at some point.
In the UU world of design I'd do the same, but I'd cycle back and forth between different "tiers" of weapons, because of their durability. Eventually I will burn through quite a few swords of the same type, cause once my weapon starts falling appart I either have a repair skill ready / run all the way back to a blacksmith or - what's more likely - I'll just grab something from the ground and hammer away with that. I may switch to "non-combat" weapons to smash in a door - which solves that problem - but that's as far as preserving my equipment goes. For the most part it is "first in, first out". Arx does the same, but tones it down noticeably. I have used the blacksmith's anvil exactly once during my last playthrough. By mid-game you normally find new weapons before you break your old ones. In early game you mostly burn through them like in UU.
All in all, UU's design adds a bit of durability management, which is cool - especially with regards to the survival aspect of the game - but it has three major consequences:
- Item progression gets watered down. This is a bit of a "touchy-feely" argument but it just feels less "impactful" to progress from one weapon to the next. Sure you'll try keeping that broad sword, but you know it will probably break at some point, so you don't really care that much.
- Item distribution is
way different in UU's design. Now this is actually the big one and the thing I'm struggling with because it has to do with realism/believability (which I like). Due to the fact, that weapons keep breaking, you'll find dozens and dozens of the same sword type throughout the dungeon. That, on the one hand, is realistic, but on the other hand, it further devalues any sort of item progression. In KF2 you find the Katana/Wind Sword at the warriors grave on the other end of the island. How do I know that without looking it up? Cause there is exactly one of those.
- And both of the previous points have another consequence, which is messy inventory management. That's of course on the player, but you'll always have at least a bag full of junk weapons - which in UU then also plays into the weight system. That can get annoying depending on how well you do with inventory management. But there are lots of game series that eventually just drop that feature entirely. Demon's Souls still had the "Item Burden" mechanic which was removed in Dark Souls and I might be wrong but I believe Arx dropped the feature right away. It's also less of a problem in UU2 , but I don't remember whether that was because it was toned down or because you could easily drop stuff in the hub. Even tabletop RPGs tend to drop inventory weight rules from their core rule books (people tend to ignore those rules anyway).
So quite a few problems, some of which can create interesting (or annoying) situations.
In the KF design you don't have those problems at all. The downside however: It feels more linear and it's less "realistic".
In the end it comes down to opinion and where you wanna position yourself in terms of gear progression.