One of the ways to destroy items would be on each repair the max durability of an item goes down. After, let’s say 10 repairs, the max durability becomes 0, so the item needs to be scrapped.
This achieves multiple things:
Crafted items will no longer sell for 0.10g or less because there will be demand for them
Gold itself gets a whole new value. Suddenly it’s not just about buying a house, it’s about re-gearing yourself.
You will have to “play with what you can afford to lose” and think twice before bringing your shiniest gear in every encounter.
There’s more risk vs reward, which is always good, and it brings a whole new meaning to death, more purpose, more weight, other than running back from your camp 10 meters away.
If it’s too extreme, they can add some sort of protection on 3 items that you wear. It’s up to you to decide which of those items are “immortal”. Maybe it’s your weapon now, and later maybe it’s your boots, but you will never be able to have all items protected.
You are right about the crafting economy, wrong about best for the game. You can’t have legendaries that take literally hundreds of hours to farm, and have them break. It just isn’t feasible. Your three immortal item idea isn’t terrible, but it will create a different set of problems.
It wl enhance the snowball effect that huge guilds already have by allowing them to use their infinite money to buy always BIS gear no matter how many times it breaks. It will push even more people away from PvP because breaking your items will be very punishing, it WILL create scenarios where all your gear breaks and you are in a spot where you can’t really get more. And I’m sure there is more that I’m not thinking of.
After playing Albion for a long time, I can tell you first hand that losing gear you worked hard for, feels really really bad. Worse than having crafting be only useful to yourself.
Yea on some asian pvepvp faction games…they had durability breaks in pvp battles…and had that same system where you could craft items to lock gear…but this method is not really favoured in the west, only to certain games like eve online where you lost whatever you had in pvp or most of it in pve…
If you could Easily make Sets and Swap between them…that could be a way to keep crafting relevant as well.
My idea for this is a new repair system. After using an item alot (about 1 month of continual use) then it breaks. The only way to repair it is with an item with the same base attritube stat type (Strength, intelligence etc) and a close gear score 30-50 difference leeway.
Definitely needs to be some form of loss. An abundance of items, armour, weapons will simply happen is already has tbh and cheap prices. People simply just do not like idea of losing anything they have worked for. No risks.
They could do the durability system like some few games I have played that has decent ones such as if you had a weapon for example and it was a durability system whereby you had a set amount of repairs and then it would be broken. So condition bracket from poor-excellent and each time it reduced, would reduce overall durability making it easier to break until it was repaired again either through a re-roll system or using some sort of resource.
If that was a legendary weapon then you pretty much chose when you were going to use it, such as PVP wars, faction/guild wars or a boss etc, unless you could afford to do so or had the resource etc to use it at will for a period of time. Makes sense to me. These days the terms “Epic” and “Legendary” don’t mean that at all half the time because they are so abundant in games. Defeats the very meaning.