Aren't swords/weapons meant to be pretty hardy anyway?
They really aren't. They are in fact quite easy to damage.
Aren't swords/weapons meant to be pretty hardy anyway?
They really aren't. They are in fact quite easy to damage.
But we are talking about a game... that is suppose to be fun. I know not everyone's definition is the same... but the fact this thread continues to grow is a sign it is an issue.
Also, I want to be able to use 100% of my weapon until the end of the dungeon. No 50% capability nonsense, as that will mean the best way to clear the dungeon and get to its last boss is by running from most encounters.
Weapon will not break or reach a "useless" state. It will just decrease in damage output until a certain point. If that's what you meant, that is.
Yeah, decreasing in damage means it's reaching only 50-80% of the damage I could be doing if it wasn't degrading. I'd prefer if it didn't come to that, since that would make me consider running from battles to keep my weapon at 100%.
Ohh. Hm I can see your reasoning, although personally if the combat is fun I would take on the enemies no matter what heh. We'll see when the game lands.
The thread continuing to receive posts has absolutely nothing to do with the possibility of it being an "issue" .
In-fact many posts here are actually very supportive of the system, not to mention those poll results definitely do not indicate that this is an issue and even if it was, it's a minor one.
Throwing "realism" in as a definition for a feature is always a challenging aspect to judge. Some people will define realistic as strictly a "our world" deal, others will look at the universe which is being judged and base the realism on what would/should be for that world and others will allow for varying degrees of bending that realism no matter which way you view it from. It's why a viewpoint like both Costin & Yours exist, but both are valid.
Personally one aspect about The Witcher as a series that has always hit home has been immersion. Not just the world and characters, but the game systems have always been designed in such a way that they host an extremely immersive and atmospheric experience, but without ever becoming tedious. Realistic or not, I'll take any system that enhances that immersion and creates atmosphere, and I see weapon degradation as something that could potentially add both - not only directly through the realistic nature of a sword slowly degrading, but indirectly by possibly making me explore an area of the world I might have not otherwise explored, to reach some undiscovered village that I hope contains a blacksmith because my weapon is going blunt.
Ultimately it'll all depend on how the system is implemented, and whether or not it can do the above for people like myself, but also not become a royal pain in the ass for people who really aren't all that interested in the system (And not become tedious even for those who don't mind the system). We'll just have to wait and see, hopefully CDPR have found a good balance.
I don't think you understand my meaning. By 'issue' I mean point of conversation. Which is true, it is a point of conversation AND the reason the thread grows. It was not meant to be read as "the car is broken, that is an issue". It is also apparent that I was not discounting anyone's view when I stated that not everyone has the same definition of fun. So to clarify, I believe this topic and options for it are worth discussing, I hope CDPR does as well. Please remember a text conversation is not going to be as immediately clear as a spoken one. It is polite to read things twice or ask if a statement is unclear.
Personally one aspect about The Witcher as a series that has always hit home has been immersion. Not just the world and characters, but the game systems have always been designed in such a way that they host an extremely immersive and atmospheric experience, but without ever becoming tedious. Realistic or not, I'll take any system that enhances that immersion and creates atmosphere, and I see weapon degradation as something that could potentially add both
Besides immersion, another positive effect that item durability and having to look after your gear's condition brings to the table would be the idea of being the architect of one's own fortune (or failure).I'm still curious as to what else people think it adds to the game, besides the inherent realism.