What're your thoughts on durability? Correction: As some comments have pointed out, Ultima III doesn't have durability mechanics. I came across some incorrect information during my research, it's a massive oversight on my end and I apologize for that. In the future, if I discuss a retro game, I'll consult directly with players and community sources to ensure accuracy. However, I'm confident in the accuracy of the rest of the video, since those are games I have personally played! Airplane design by retroemil: www.planetminecraft.com/project/airbus-a380-download-all-liveries/ kzbin.info/www/bejne/anmqdJ6Fds9gZ6Msi=BlVYDewkGagBw7hJ Also since I'm seeing a few comments asking this, the texture pack used at the start of this video is by "Retro NES Texture Pack" by Befarrar. :)
@spire6_8 ай бұрын
It sucks
@GDBreadBoy8 ай бұрын
🤢🤢🤢🤢🤢🤢🤢🤢🤢 never say that again 🤢🤢🤢🤢🤢🤢🤢
@Kokichus8 ай бұрын
absolutely necessary for armor, works for tools too ig (gives gold tools a niche which i like)
@MichaelPohoreski8 ай бұрын
Durability is complicated. *PvE:* It is generally universally hated. IF there is no way to repair them it tends to force people to "hoard" items . People invest time and effort into getting "phat loot" and they want to USE it, not put it in a display case OR foot a repair bill. _Conan Exiles_ recently made the stupid decision that Repair Kits no longer work on Legendary weapons and it sucks. Durability in WoW also sucks because now one has to WASTE even MORE time getting gold to repair your gear. _Diablo 2_ showed us that durability is an archaic game design mechanic. NO ONE likes it. _Path of Exile_ got rid of it and it is a godsend. Minecraft _Bedrock_ sucks compared to Java because we CAN'T use F3+H to Toggle detailed item description which shows item durability. *PvP:* it _sometimes_ makes sense to drive an economy but generally people dislike it here too. Imagine playing a shooter and your gun breaks in the middle of a fire fight. That is a HORRIBLE user experience. *Survival Games/Sim:* Tend to favor it for "realism" but the problem is I play games to have FUN; not to micromanage my gear. So yes, I understand the "rationalization" for "realism" but I've never any one who said they LOVED durability.
@inksazyy8 ай бұрын
shit.
@lucas_o_humano8 ай бұрын
How Mojang could fix durability mechanic: 1. Removing the cumulative XP cost for repairing. 2. Making items not evaporate when their durability reaches 0 (just like the elytra).
@lks197 ай бұрын
They just need to remove the "too expensive" if you're trying to repair something, allowing you to repair your weapon infinitely if you care to spend the resources/xp. That would be an earlygame/midgame option. Mending would be an "endgame" option. So, after you progress enough, you can just enchant everything with mending.
@adscomics7 ай бұрын
Yeah, I feel like fixing repairing is not a complicated issue. If you’re gonna make the xp cost cumulative, max it out at 10-15 levels maybe. I do think books should have a cumulative cost though. Kinda forces you to get a bit creative I think with how you apply books to things like swords to get max enchants, and doesn’t make getting a maxed weapon too easy. Also, keeping the report cost low encourages people to mine more. I feel like mending kinda destroyed the need to get more diamonds. Smithing templates help a bit though.
@eslin28457 ай бұрын
This is basically what Tinkers Construct does, infact having no xp cost for repair
@Jkrocsko7 ай бұрын
I think that diamond or netherite should just be unbreakable. That would be nice
@jasonhake55027 ай бұрын
There are mods that do that and I love them. Playing sky factory 4 right now as a matter of fact.
@cherricake17968 ай бұрын
I like durability, I just hate minecraft's garbage "too expensive" "let's make this cost 500 levels to repair" repair system
@neonorangestrawberrybrenne70317 ай бұрын
It doesn’t even cost that much most of the time it’s just anything over 39 levels which isn’t even hard to get to with xp grinders
@Malam_NightYoru7 ай бұрын
@@neonorangestrawberrybrenne7031 you still shouldn't have to use anything to repair. The repair system should be exclusive for, yk, repairing, and shouldn't interact with XP at all
@vivelespatat26707 ай бұрын
@@neonorangestrawberrybrenne7031No. Past a certain point, the anvil will refuse to repair your stuff because its "too expensive". My face when Mending, an enchanted book, completely nullify an entire (outdated) game mechanic.
@bruhsauce6447 ай бұрын
@@neonorangestrawberrybrenne7031 you straight up lose the ability to repair after a certain point. theres a reason mending is considered "op"
@nicolasries13047 ай бұрын
I wouldn’t mind repairing my tools if it didn’t cost xp.
@Dra_gon548 ай бұрын
4:26 "Until One fateful day in 2001 when durability boarded a plane. Everyone's lives were about to change." Me: *sweats*
@hagridthetable8 ай бұрын
september is a banger month, there's a song about it
@Blonder_Studio8 ай бұрын
legit was expecting a 9/11 joke lol, they got us in the first half not gonna lie
@Dra_gon548 ай бұрын
@@hagridthetable do you remebah
@Pusheeen_7 ай бұрын
they really added durability to the twin towers
@SamLabbato7 ай бұрын
they were testing the durability of steel beams that day
@mindless_drift7 ай бұрын
Durability is just a usually poorly handled version of ammo.
@Godoflegos6 ай бұрын
Ironically I'd find it less annoying if it was MORE like ammo. As in, if you could say... dump all your iron into your iron pickaxe ahead of time, and have a 3000/100% pickaxe you could keep your resource economy in check without being NEARLY as tedious.
@mindless_drift6 ай бұрын
@@Godoflegos the ammo version of that sounds like welding mags together, do you mean like overflowing the durability value or having "repair kits" act similar to how mags would?
@Godoflegos6 ай бұрын
@@mindless_drift The former. I suppose when I was comparing it to ammo, I meant more like games that use ammo as a flat number (I think this is more common with energy weapons?). So like "You've found 300 bullets, so that's how many you can shoot". Essentially you'd be compromising between the game wanting to keep materials valuable without requiring you to stop what you're doing every few minutes.
@marucic89675 ай бұрын
@@Godoflegos Like in doom? Where you never have to reload but still use the ammo you have? (Exception being the super shotgun and the bfg)
@Masked_One_13164 ай бұрын
Terraria did it well making enemies tougher as you progress forcing you to leave behind your old weapons and armour for better ones
@LuniIsHere6 ай бұрын
I always get jumpscared when my pick breaks WHO DECIDED TO THE SOUND BEING SO LOUD??
@animeloveer975 ай бұрын
Dude fr I've played for dang 12 years and it still spooks me 😂
@cadenlanam31584 ай бұрын
"CLANK JEKSOWNXUN4IWLQOX"
@TestAccount6668 ай бұрын
That's why I like the Tinker's Construct mod when it comes to Minecraft. When a tool breaks, you can still repair it instead of having to make a new one
@chickenbird66618 ай бұрын
It also does enchantments better too, overall TiCon is a shining example of durability done right.
@marquiseh51288 ай бұрын
tcon has a massive balancing issue when it comes to the weapons though
@willowshake0238 ай бұрын
@@marquiseh5128 wdym?
@waterlessant53558 ай бұрын
@@willowshake023, they mean that the way you're able to upgrade your weapon is able to be min-maxed to the point that you could possibly kill ANYTHING in 1 hit (exaggerated somewhat)
@proclarushtaonasat8 ай бұрын
@@waterlessant5355 that could be fixed, by also upgrading the enemies, with some enemies being weak to different types of weapons. skeletons could be resistent to cutting, but weak to blunt force.
@jacknugget8 ай бұрын
"oh hey look, gold armor! it must be good right?" 1 minute later gold armor: *screams in durability*
@arthurdavicastroferreira21007 ай бұрын
I just don't complain about gold in minecraft because it being ridiculously fragile is the purest reality In real life, gold is a metal that is not only heavy but also extremely soft, so much so that this is why no one tried to use gold weapons or armor, it is simply unfeasible, as it will be a huge weight for minimal results.
@deringjosuegarcia15317 ай бұрын
You can literally fill your inventory with 2304 Block of Gold in your inventory + full gold armor and walk around like it's nothing, I see your point, but gold doesn't follow neither reality's nor Minecraft's logic. Heck, a simple solution if you don't want to completely rework how gold works is to double down on its gimmick, quick but fragile. -For golden tools give them more durability than iron but make them destroy blocks quickly, now you have tools that are good for destroying their specific family of blocks and still break faster than the other types due how quick they are (Except hoes, no idea how to justify making a golden one). -And for the armor it's even easier, make them have way better defense than before but keep their durability slightly lower than iron, now you are presented with the choice of using other armor for consistency or golden armor for better defense but higher risk of breaking. Yes, both of those things contradict the whole "gold is fragile irl" but screw that, if covering a carrot in gold somehow doesn't kill you on the spot then, why should the tools and armor suffer from "erm actually" syndrome. Also yes, this makes gold armor is now very good in the Nether due to all the advantages it'd have over the other armors, but is that really a bad thing? The Nether is already the one place where gold is used so something different than decoration or making golden food, it makes Piglins not attack you on the spot, it can be traded with them for some neat loot (It's only other practical use) and it's mandatory if you want to get Netherite Ingot and make the only type of tools you will use in the endgame due to how broken they are compared to everything and anything before them.
@ZarHakkar7 ай бұрын
@@deringjosuegarcia1531 golden hoes are justified by flex
@reddytoplay91886 ай бұрын
@@arthurdavicastroferreira2100 yeah but you suddenly have diamond armor having great durability
@Pixal_Dragon6 ай бұрын
My problem with gold is just that it freaking sucks, like make the pickaxes at least on par with iron and the durability is completely livable. The fact that it enchants so easily makes it actually really cool. Having all the items be generally worse than wood is just sad.
@paxdamaxgaming49208 ай бұрын
You almost gave me a heart attack once durability bordered a plane in 2001
Durability in Minecraft should not be a life for your tools, but an efficiency multiplier. When you create a diamond pic for example, you have, say, a multiplier of 10, and as you use it up, it drops to like 7 and it becomes slower than the new pic, but faster than the iron pic at its max multiplier. This is actually more immersive, since that's what happens when you use one tool over and over, it just dulls out until you repair it back to its original health.
@Bogglemanify5 ай бұрын
This just reminds me how in older versions of minecraft, armor's protection was determined by how damaged your armor was meaning that leather had the same amount of protection as diamond when first crafted but because leather had much less durability, it would protect you for fewer hits.
@obsidianflight80655 ай бұрын
@@Bogglemanify I actually really like the sound of that
@dutch_and_dimes5 ай бұрын
Honestly these Comments are on to something here: This is typical to how Armor and Tools work in real life. A tool DOES eventually Break though, so there should be a hard limit I think
@eduardogarcia63184 ай бұрын
This is exactly how sharpness works in Monster Hunter. I need to say it's still not a good alternative and sometimes it still feels like artificial difficulty. It just doesn't feel right to be almost done killing a monster in a very intense fight, and have to put everything to pause because you need to sharpen your HAMMER for the 917393th time in the battle or otherwise you'll do less damage and the weapon will just jump out when you hit the monster and you could even get killed or let the monster escape if you timed it wrong. Better than durability? Absolutely. The best solution? Not in my opinion.
@justsomebird42852 ай бұрын
@@dutch_and_dimesthey could make it so that you need to maintain your armor, tools and weapons to avoid durability loss. You could maintain your tools and weapons with a grindstone, and armor with a smithing table. When used, the rating on the gear drops a little bit. At first this comes at a cost of efficiency in its use, and then it becomes loss in durability. Once you go back to maintain it back to a pristine rating, this is restored and the process starts all over again. However, the loss to overall durability will remain. This makes it different to maintain gear, and repair gear. You could also go deeper into other mechanics as well. Such as how fire damage could just directly degrade the durability as opposed to normal physical attacks.
@runonsentence72607 ай бұрын
I would like you to note that I instantaneously subscribed when you said "Subscribe for more freedom unit conversions" at 23:05 . It's like the phantom of uncle sam possessed me for just long enough to subscribe. Keep it up with these creative gimmicks you wonderful lad
@goat-76588 ай бұрын
I believe the saving grace for durability systems is the concept of soft-breaking, under which items turn into tombstones instead of vanishing upon reaching 0 durability, allowing you to repair completely busted items, as with Minecraft's elytra (honestly not the best implementation around). The reason this doesn't inherently suck is that soft-breaking effectively turns durability into an obfuscated ammo system, and ammo systems _can_ indeed encourage exploration, weapon variety and provide meaningful challenge, as demonstrated by the "pistol start" concept for Doom playthroughs, which has the player reset their weapons, health, armor, ammo and ammo capacity to the initial values upon loading into a map, integrating them into the map's own specific weapon progression and allowing the map author's intended restrictions on weapon use and damage tanking to apply per-map.
@moonshine59668 ай бұрын
Red Dead Redemption II does something similar; if you use a certain weapon too much, it'll become less effective until you clean it. I think it's moreso games that implement durability like Minecraft and Animal Crossing New Horizons (ESPECIALLY ACNH) that make the system bad
@CantoniaCustoms8 ай бұрын
With minecraft it's that iron gets used for so much you can't really spare it on tools, and for diamonds it's rare enough that you don't want to use it on consumable tools.
@wolfgangervin25828 ай бұрын
Many of the Soulsbourne games use this system (apart from the mentioned crystal weapons, which are kind of a meme as a result of being unfixable).
@ButlerthebutlerButlerthebutler8 ай бұрын
That is what happens in grounded and repairing is really cheap.
@LungDrago8 ай бұрын
Yes! And the other part of the equation for making a good durability mechanic is making the repair costs negligible. This is where Minecraft fails, because your options to deal with durability that aren't Mending are just way too expensive. In fact, Valheim for example has you repairing your stuff for free and it's perfectly fine. Durability still does its job of making your expedition risky once your best stuff breaks or is about to break but once you're back to base you just off load your loot, click a button to repair and can go on another expedition right away.
@JinggaSonaArchives8 ай бұрын
"Without durbility, the game becomes less realistic" AND???
@Skyblade127 ай бұрын
Which is hilarious, because tools take YEARS of constant use to break IRL.
@mdbgamer5567 ай бұрын
@@Skyblade12 Exactly this. They'll degrade faster with bad treatment, but it would still take a lot of constant use over a very long span of time to actually break. On the flipside, *degradation* is something that's a little more immediate. Blades become dull, armor plates will dent, handles will crack or stiffen(depending on the material, either is a bad thing), and bows will lose tension. It's kind of something you notice, and thus maintenance is required for *effective* use.
@badideagenerator23157 ай бұрын
with totally excessive wear and tear, the game becomes even less realistic
@ellamayo90457 ай бұрын
Exactly! If something being more realistic made it inherently more fun, we wouldn’t even play video games in the first place! As it turns out, there are things irl that kinda suck from a game design perspective… escaping those can be half the fun of video games
@mcraft55597 ай бұрын
Remember that a smith has normally one sledgehammer for his entire life, but Link destroys one in a few swings
@jameszeng26668 ай бұрын
I totally agree with you. Mending is NOT the problem, durability system is ... if players worship mending so badly, it means durability system is broken
@rydergolde31697 ай бұрын
I have no problem with durability what I *do* have a problem with is the "too expensive" limit to Anvils I don't want to waste Anvil costs repairing when I could use Mending to get around it
@totallynormalminecart5197 ай бұрын
That's just a dumb point to make. You have a lot of barriers in games and of course as you progress through the game you want to lift them. What's the point of progression if nothing changes? Staying on the topic of minecraft, it's as stupid as saying that all tools except for netherite are pointless to have, because everyone will want to get netherite so why you need said iron? It's as silly as saying that it doesn't make sense for monsters to spawn because the players will illuminate the area for them not to spawn. You could argue that having raw/lot tier foods is pointless, just make wheat or chickens or whatever drop straight up golden carrots. It's just removing gameplay until there's nothing left. Of course there are infinite options for game mechanics, but that's the thing exactly, durability is one of the options, deal with it. And mending is a prime example of what happens when you just try to strip gameplay from the game. It just becomes boring. There's no challenge for the player to go through. What's the point of said looting rare structures or grinding for something if you're granted with the best option at the start? And you could say "Then uhh, just don't get the best option at the start, whatever". But as said: the point is lifting barriers. The game favors the effortless way and that's the problem.
@MiniEquine7 ай бұрын
@@rydergolde3169 it's a little of both, but for sure if repair costs didn't increase over time then it would be more tolerable. But there's that again; tolerable. Why is a game system there to just make most people be "okay" with it rather than risk/reward? Why is there no "sharpening" or maintenance mechanic to avoid durability loss? It's always bothered me...
@butlazgazempropan-butan11k877 ай бұрын
It is not the fault of the durability system, but the lack of alternative options
@Rugratboy7 ай бұрын
@@totallynormalminecart519 4 days late but this comment doesn't make sense. We are stating the durability system is bad because we don't have many ways to lift progression in durability. We don't have any other way to be able to constantly repair tools. But what about making them? Well we run into the same issue. The only way we can get said tools, is either by trading with a blacksmith, or mining for them. We have no way of actually lifting progression except in the same way that many complain about with mending. We can lift progression on food by making a gold and carrot farm. Maybe not completely automatic for the carrot one, but we can lift progression heavily. Illuminating the area for monsters not to spawn is lifting progression, specifically base progression. And if manipulated correctly can make an extremely efficient natural farm. Durability is not an option for lifting progression. Because you can never lift it besides for mending. You can never easily get the materials or have an easier way than the very start of the game, everything else in the game can be decently automated to some extent, or further improved, except for durability. As a final clarification, im pretty sure most are fine with durability existing, its just that the tool breaking system is heavily outdated, minecraft was once a really simple game where you didn't need tools to last a hundred thousand blocks, but now? Mega structures, mega farms, are becoming more and more normal, and you need long lasting tools. Or at least a way to maintain them that fits everything else becoming "mega"
@daindreska82066 ай бұрын
Minecraft at the stone tool level shows a decent example of durability, the tools are very cheap so you don't mind them breaking, but it still requires you to put some thought into your inventory. Durability usually requires a decent repair system, it should force recourse management, not resource hoarding. It's okay for it to encourage you to use cheaper items for the majority of gameplay, but should never punish you for bringing out your best when you need to.
@gelusvenn50637 ай бұрын
The entire effect of Durability is that it *interrupts* game flow rather than facilitating it. Like, that's literally the opposite of what you should be doing, you're taking the player out of your game,
@merlinmelon6 ай бұрын
Depends on the game, in death stranding managing the health of your gear is like half the gameplay
@claraphillips79006 ай бұрын
The problem is that things should usually be about as breakable as they are in real life and they basically never are. We just need to consider the way things break in real life. If the wooden handle on my pickaxe never snapped or rotted away to nothing, if my stone arrowheads never needed re-napping, or if my iron armor breaks because the enemy banged it with a wooden stick, that would be weird. If my diamond-crested, titanium-handled, god-like-efficient shovel broke into dust leaving not even a trace of the components after I did absolutely nothing but shovel soft sand into storage crates for three days, that would be weird.
@dutch_and_dimes5 ай бұрын
@claraphillips7900 There's several things that can add to Durability as a whole: • Add a better Space Encumbrance System, limiting the amount of Tools or Key Items Players can carry without them being forced to Crouch or Crawl. This would make Tool Selection more diverse, and eliminate that pesky "Carrying 10+ Pickaxes into the Mines" problem that was stated in this video. • Add modifiers like "Deficiency", which slowly degrades the Tools' Mining or Damage Efficiency when it goes down to a certain level of Durability, or "Aging", which would prevent the Tools' Ability to be repaired at their full Efficiency after a certain number of repairs. This is accurate to how Tools work in real life, and should be in Minecraft. • Add several Anvils made of different materials to circumvent the whole "I need 31 Iron to start repairing Tools?" Argument (if you can make an Anvil from a Wooden Stump in real life, you can make it from anything harder than Wood). • If you're gonna require Lapis to Enchant, might as well require it to repair as well, since you're using Levels to repair Gear. It would eliminate the overall grinding of Levels to repair Gear, making Mob Farms less relevant for survival needs. These are just a few things that make realistic Durability work less like a dumb mechanic and more like a force of nature, as all mechanics like these should.
@claraphillips79004 ай бұрын
@@dutch_and_dimes It was always weird to me that levels were a resource rather than an indication of a character's power.
@dutch_and_dimes4 ай бұрын
@@claraphillips7900 From the Lore standpoint, it does make sense to use Experience (EXP) Levels as a Survival limiter to gate certain things off from others in the world of Minecraft. I'm not saying it's a perfect system (because dog no it isn't), but it is a system put in place that forces you to interact with several things in the World, gathering EXP as you go, and reaching Level milestones as a result. EXP requirements are an example of a Hard Rule Limiter, it's just that it's executed poorly (because it's only used for a couple of things throughout the Game). The opinion that making more EXP requirements for other things isn't that farfetched, and would expand the trope for future developments (also it would be something I think that's never been done in Minecraft before, which is a great pitch considering the Dimensions talk the Devs tweeted about).
@electrifiendy8 ай бұрын
Durability not only discourage you use good tools instead of bad. It either make you constantly go back and craft new one at home or making you carry materials for crafting them again and again in a trip. That aggravates already exising inventory issue.
@RezzSubs8 ай бұрын
I was about to comment the exact same thing. Mining trips are severely hindered by the fact that you have to carry wood, a crafting table, and materials to craft more tools; and you have to calculate everything meticulously or else that wood will turn into planks and sticks which will take even more space if unused, and then if you want to upgrade to iron you have to smelt precisely 3 ingots so only one slot is occupied by the pickaxe and not two by the pickaxe And the remaining ingots....... And at some point you just give up and just begin carrying several pickaxes on you at a time and only mine and carry essentials because you have no more space left. It's a chore, frankly.
@koekiejam188 ай бұрын
Absolutely right, the longest realms i ever partook in was characterised with me essentially “gentrifying” a village using mostly stone tools, i had diamonds. I just didnt see the value in using them for cutting the hundreds of cobblestone needed
@doombybbr7 ай бұрын
I can easily think of away to make weapons breaking a reward instead of a punishment, have them break into shards that can be used in crafting even better stuff. Players would break their weapons even when facing weaker foes just to get at the shards. If you are going to break it down anyways, may as well use it. That is just one possible solution. The problem isn't durability, but that devs stop at "when number reach zero weapon break" when making the mechanic.
@randomperson41987 ай бұрын
@@koekiejam18 not to mention when mining u have infinite stone and not enough use for it. not only it encourage use shitier tool it also encourage to use the most plenty resources.WHICH IS ALSO STONE. even when theres a stack of iron the chance being unlucky wasting all that iron into pickaxe to get more iron is not guaranteed will gain profit iron or other resources it makes STONE again the most logical pick cause youre gonna get more stone if yo break more stone anyway
@gigas1157 ай бұрын
@@doombybbrthat's actually a really cool idea that can even be extended to enchantments. Like, imagine getting a level or two of a book back, or just a decent amount of the experience that was put into enchanting it.
@TheFlyingFire8 ай бұрын
In my personal opinion, if a game you are playing has a tool that breaks, your controller or keyboard should just crumble away also. Would definitely make games more immersive.
@XayXayYT8 ай бұрын
So true, also if you die in the game you die in real life. Thanks for the kind donation!
@djangel31086 ай бұрын
I know this is a joke but this is a fucking awful idea
@pancakes27266 ай бұрын
I could use a break from gaming I'm in
@animeloveer975 ай бұрын
😂
@OminousFlyer8 ай бұрын
Durability really acts like a manual reset of your progress in a game. It just makes the game feel repetitive to get your tools or weapons back over and over again. I hate the fact that several games do it and force you to spend more time to get stuff that you previously had.
@Bob12247g8 ай бұрын
A good example of durability is the long dark
@firegaltw.steller47178 ай бұрын
hm, i think the best kind of durability system is when it’s progressive to a point where it can’t break for end game weapons, maybe making a gameplay loop in the beginning but it will really increase the sense of progression, starting from weapons with 1 to 10 durability for trash equipment, 10 to 100 for not so bad/realistic equipment, 100 to 1000 for rare/magic weapons, from 1000 to 10000 for boss weapons, and then toss some legendary weapons which are unbreakable, that are normally used in the end of the scenario when you have to do a lot of bosses so it is quite fair
@firegaltw.steller47178 ай бұрын
and something to make durability around skill could be dynamic durability, which means the loss of durability depends on how you use your weapons, prioritizing some attack combos that would use less durability, and make errors more impactful when you could save yourself from big damage by dodging, and if you can’t you still can block which is easier, but make all the damage it would do to the player… to the weapon. so it would be quite balanced and much more skill based
@manbatluka8 ай бұрын
@@firegaltw.steller4717 your pfp matches you lolol
@firegaltw.steller47178 ай бұрын
@@manbatluka yup 😂
@chickenfarmer3214 ай бұрын
4:38 I appreciate the detail of the plane standing still but positioned so the clouds fly by, that was cleverly done.
@XayXayYT4 ай бұрын
Ay, was wondering if anyone would notice that neat trick
@MartinHindenes6 ай бұрын
The problem with durability is you get punished - not for taking risks, not for playing badly - but by default for just playing the game. Intermittent rewards for taking risks is proven to be addictive, and most modern games use this phenomenon in one way or another. Durability has a 100% chance of breaking your stuff, there's no risk and no skill involved. That's the issue with it.
@spinosauruskin6 ай бұрын
Isn't this also the case with *ammunition* It's resource management. It means you can't infinitely spam something and have to manage how often you're doing it. Should bows no longer need arrows because it "punishes you for playing the game"
@cartlion6 ай бұрын
@@spinosauruskin not exactly, ammo punishes you for missing bullets or over using a gun in every mob (RE for example). This way you can play around limited ammo by either not missing(it can even be rewarding for hiting crit points so you use less bullets per target) or avoiding unecesary fights. Also playing around mags and reloads can require skill, if you enter a fight with one bullet on your mag you will have a harder time. Finally if you ran out of ammo this games usually have some kind of melee weapon(without durability) to replace the gun untill you get ammo, so running out of ammo doens't mean you lose the weapon. The problem with durability is that is unavoidable and you will lose your equipment(In MCs and BOW case) once it reaches 0
@PHyN11515 ай бұрын
@@spinosauruskin no ammo? Find ammo! It should be easy. While durability you could do nothing about it.
@brierhehmeyer14715 ай бұрын
@@PHyN1151 I mean atleast in minecraft you can do things about it.
@brierhehmeyer14715 ай бұрын
I dont think of it as a punishment, it's another task that makes the game fun. Like in minecraft if you want to make a mega base, you cant just immediately start building the mega base, you have to gather materials first. I dont think anyone would argue with that and say its bad game design. But then why is it such a bad thing then that in order to have good tools to gather materials and such you need to find a way to work with durability?
@MoonieLovegood8 ай бұрын
Ngl, durability in horror games makes so much sense. It adds to the experience. But in many games it’s not necessary
@sandy_nes318 ай бұрын
For me, the idea of durability isn't exactly bad, but it's execution mostly is not the best either A small change i already saw someone suggesting was that durability could change the sprite of the weapon, looking more broken the less durable it gets
@張謙-n3l8 ай бұрын
Broken tools not disappearing will certainly help, but then the durability mechanism basically simply forces you to do more grinding
@張謙-n3l8 ай бұрын
@@shellpoptheepicswordmaster755 You'll have to do more grinding and regularly stop what you're doing to repair the damaged tools
@TheHeavieKiwie8 ай бұрын
@@張謙-n3l Nah just a cheap repair while keeping all the enchantment won't be any grind.
@張謙-n3l8 ай бұрын
@@TheHeavieKiwie If you mean Minecraft, what do you think about the increasing repair cost and the annoying "too expensive"?
@TheHeavieKiwie8 ай бұрын
@@張謙-n3l I mean a quick fix wouldn't hurt as long as it's implemented as a quick fix right?
@Adam-zt4cn8 ай бұрын
I've got an idea that could fix Minecraft's durability: Tools now do not get damaged when used on materials softer than them. Stone pick is immune to things like sandstone, iron pick to all stones, diamond all ores, and netherite can mine even obsidian for free. Likewise for weapons vs. armor. Now in full netherite, fighting regular mobs is no longer annoying, but when fighting other players/bosses, you need to watch out for attrition and being caught without armor. This doesn't encourage using worse gear to save the better one, yet keeps some of that resource management aspect, and as a bonus makes upgrades feel more satisfying.
@XayXayYT8 ай бұрын
I like that idea but I think it'd get complicated when applied to other tools. Swords as you've mentioned would be hard to decide what mobs should or should not take durability imo (until Netherite). And stuff like shovels where there isn't much tiers would also be hard to decide.
@fgvcosmic67528 ай бұрын
Props for making Netherite actually worth it
@crushermach32638 ай бұрын
@@XayXayYT Wood, stone, and gold degrade as normal, iron breaks on bone, chitin, and leather or higher armor, diamond breaks on metal armors, and netherite is netherite. Shovels and other utility tools... yeah, idk. Outside of wood, stone, and gold just remaining largely unchanged there's really not much reason to go past iron tools for those jobs. (Using the wrong tool for the job should definitely still damage it though. Looking at you pickaxe lumberjacks!)
@regalblade81718 ай бұрын
@fgvcosmic6752 bruh Netherite has always been worth getting, since it's the best gear
@Arqade5218 ай бұрын
Here's the thing, netherite is quite op. It makes you almost invincible and the only way u can die is if u don't have food or your stuff breaks. Stuff breaking is already hard because of unbreaking and mending. Buffing durability of tools is gonna make grinding for materials will have no point, which is one of the biggest point of minecraft, and hence will make grinding for materials almost pointless.
@AstonWildsteel7 ай бұрын
Durability is just an MP system for basic actions, except sometimes it lacks an equivalent to an MP potion to restore it.
@SimberLayek7 ай бұрын
Yknow what needs to break and vanish? Durability.
@Maexs1158 ай бұрын
how many times has "durability" being said? yes
@XayXayYT8 ай бұрын
170 times according to my script
@Deftempura8 ай бұрын
@@XayXayYT my voice would run out of durability before i could say "durabillity" that many times
@CoolSandwich1118 ай бұрын
@@Deftempura Wow you're still using stone voice? I am currently using the Iron one. Skill issues man.
@Deftempura8 ай бұрын
@@CoolSandwich111 stone? What are you talking about? I got a gold voice that got enchanted with curse of vanishing since i got sick and my voice broke
@samsibbens81647 ай бұрын
I like how Valheim does it. Nothing ever permanently breaks, and every thing is free to repair at the correct workbench
@Left4Cake7 ай бұрын
Also since Valhiem lets you bring a late game character into a new world it forces you to with revisit the world either the nessery crafting available OR not abuse your late game weapons.
@mewmere60696 ай бұрын
pretty sure thats something they took from ark
@taylorbrown74266 ай бұрын
@@mewmere6069 its not, ark costs take half the craft cost and multiplies it against the durability lost for repair costs valheim allows free repairs
@JayEyedWolf5 ай бұрын
Yeah, and in Valheim the mechanic is more meaningfully and consistently tied into progression. Your stuff breaks, but it breaks less the more you're able to handle new biomes and upgrade your stuff. Each new biome ratchets up the difficulty again, and when you're new to a biome and making long journeys in is riskier, you can trade old high-durability gear for new, higher-defense gear with lower durability. Either way, the new environment keeps you walking a line of risk and reward, determining your strategy and then testing it out. The limited inventory and weight systems, as well as the building mechanic, mean you need to return to base-- to drop off, restock, farm, whatever-- anyway, so tool repair is just a natural part of the gameplay loop, instead of being a dominating factor that dictates most of your choices. It works a lot more smoothly and feels much less punishing. That said, Valheim still isn't perfect. There are points of friction, like the time-eating process of transporting ores and ingots, which can be tedious when establishing a new base, especially when the ocean isn't particularly enthralling and, until you've cleared a substantial portion of the game, luck-based due to the winds. Losing hard-earned equipment somewhere you can't retrieve it can be devastating to morale and desire to play. Items like the hammer are also really annoying to repair, since you're likely to use it in concentrated bursts and it has very limited upgrade options to increase the durability, leaving you traipsing to repair the damn thing four times just to fix up your base from rain damage, or building janky little workbench huts so you can keep repairing your cart when greylings punch it. (I'm not bitter!) Even with the occasional friction, though, Valheim does a really good job incorporating durability in a way that reinforces its core gameplay and (mostly) creates more interest and agency for its players rather than taking it away.
@courier66345 ай бұрын
I agree, but I also think that valheims durability mechanic is kind of redundant. Most of the time it might as well not be there, all it pretty much does is busywork when at your base and shorten your exploration trips or force you to bring a portal with you, which makes exploration more low stakes
@GoldenTerrabyte8 ай бұрын
I've always hated the "People would use the same weapon all the time" argument. Because, even when they're right, who cares? It's that player's loss if they just decide to never use other weapons. If you wanna use other weapons, you don't need the game to force you to. If the game's other weapons are fun, you'll use them just because you can.
@DonnieDoodles7 ай бұрын
Rune Factory had a good solution to implore players use other weapons by giving all of them their own separate skill level, which in addition to improving how strong you are with (X) Weapon Type, also gave slight improvements to your overall stats. This is on top of the different magical elements you could use with The Rods/Staves also having their own levels which also improve said overall stats.
@ShellworldGames7 ай бұрын
I agree. If the player never try's other weapons, then it's because those other weapons are uninteresting or too bad in some way, and the enemy design is not varied enough.
@randomguy69097 ай бұрын
This is where ToTK shined Even though the weapons broke the ability to fuse your weapons with other stuff allowed for MANY interesting weapon combinations you otherwise wouldn’t have even given a second glance Although I hate durability like most people ToTK was different, it had the perfect ability to make it fun and reasonable BoTW weapon breaking was hella annoying tho
@dhuntermg7 ай бұрын
If someone likes using just one weapon, more power to them. Durability shouldn't be the rule to force them out of their weapon of choice. Probably a long shot, but Destiny 2 (obviously) doesn't have durability and you just use what you like or what suits you most in that scenario. Need long range? Equip a sniper or a scout rifle. Enemies up close? Shotguns or SMGs. Mid range? Auto rifles and grenade launchers. Granted, some encounters do want more specific loadouts, but most of the game you can play with the guns and build you enjoy, and that makes the game enjoyable for me. Just like how durability forcing people out of stuff they enjoy is just bullshit. Sure, trying something new could make someone like that new thing even more, but that should be a free choice, not a forced decision.
@doombybbr7 ай бұрын
ARPGs solved this ages ago, you just make all your weapons drop with massively different and unique effects. So unique in fact that players would use a different weapon entirely based on their build. Also they would farm to get that one weapon that is perfect for their build. They would not play the whole game with the same weapon unless it is best in slot(which is very hard to get)
@givlupi26867 ай бұрын
People always say "Removing durability would make the game too easy" for any game that has it, but nobody ever complains when a game doesn't have durability.
@minedantaken16846 ай бұрын
Because the games without durability are balanced without durability...
@jacobc92216 ай бұрын
@@minedantaken1684 Minecraft is unbalanced *with* durability. The only way to viably maintain a tool is to get a very specific enchantment. Wanna repair the tool in a grindstone? There go all your enchantments. Wanna repair it in an anvil? Oops, you already spent 30+ levels a couple times to repair it earlier, it's too expensive now. Mending, however, is a onetime cost per tool and essentially removes durability, at the cost of negligible exp.
@givlupi26866 ай бұрын
@@minedantaken1684 You're not saying that there are any games which are unbalanced because they don't have durability. I have to agree with that, because no game needs durability to be balanced.
@minedantaken16846 ай бұрын
@@givlupi2686 I am saying that chess is balanced, because it was made with all it's mechanics in mind, if they added durability, it'd be a different mechanics set and You'd have to redo it all, while Breath of The Wild is made with durability in mind. You can't just add a mechanic and expect everything else to stay balanced without considering the interplay.
@JackySai-hz1mz5 ай бұрын
Why would you even use the repair system when you can get the exact enchantments and exact tools you need or want from trading with different villager types? Like sure you need xp, but you can just make a small easy xp farm at that point (assuming you have maxed out tools)
@devnom91436 ай бұрын
Ratchet & Clank is an example of a long running series that encourages players to use multiple weapons They encourage switching weapons with a weapon progression system, where weapons level up with use (Note: The first game didn't have weapon leveling, instead you could buy an upgraded in New Game+ IIRC) They also force switching weapons as aside from Ratchet's wrench or Clank's fist, every weapon has limited ammo & while there are typically ammo crates throughout levels & in boss battles the only control the player has over what ammo comes out is based on what weapons lack ammo; That said folks who have worked on the game acknowledge that the games feature active difficulty tuning & that at least in the PS2 games the had the game adjust the amount of bolts (effectively the games currency for buying weapons & armor, sometimes weapon mods as well) to try a ensure that players will have at least a certain amount of bolts after completing a level; So it wouldn't be a surprise if ammo crates were to drop ammo for less frequently used weapons to try & get players to switch Non-Ratxhet & Clank mechanics ----- Another way to strongly encourage players to switch weapons is to have a type system where weapons of certain type might be great against one type of enemy, but they're weak against another & mid against the rest Also, I watched a video on Warframe & IIRC it mentioned that Warframe has something along the lines of a "pilot mastery" mechanic which encourages players to switch warframes as using & leveling multiple there character get better at using all warframes; This sort of mechanic could be implemented in over games as a "weapon master" skill that could passively buff a players attack, raise their evasion, and/or in games where morale matters boost their morale all because the player character has used a ton of weapons & knows how to weild them most effectively, the weapons range & general timing of attacks to dodge, & an individual who knows how to fight with or against any weapon should generally be more confident than the average combatant as so long as they're alive they can find something to fight with. Another way to make people want to switch weapons would be to make weapons characters like spirit swords, where the weapon has a personality & talks; Then there could be weapon bonding quests & weapon maintenance be the player character chatting with the weapon & building a friendship with it which could see the weapons attack increase as the spirit becomes more friendly towards the player character
@jarrod7527 ай бұрын
You are absolutely correct. That "stone picks with 1 iron Minecraft hotbar" is my hotbar. Except I don't bother with wood tools. The speed is offset by my cobblestone gen. Also, Ironically, with durability players will stick with the same weapon the whole game...
@robinthrush96727 ай бұрын
Eldin Ring has no durability and has leveled weapons. I found myself changing weapons even from max leveled ones to unleveled ones to try out different styles, judge if a new weapon would be stronger if I leveled it, or for a change of fashion. Also, some of the enemies resist my normal weapon's damage type, so I'd switch to one with less resistance or a status effect.
@_afancyhat_6 ай бұрын
Oh god it's mine too 😭 My friends are always making fun of me asking "why don't you use iron tools??" Because I'm not gonna waste my iron when it's gonna break anyway and the only difference is speed. I'll dish out the iron for a sword since it does more damage, enough for an iron pickaxe to use for ore that needs it, and then use stone (including a seperate stone pick) for the entire rest of the game.
@claraphillips79006 ай бұрын
@@_afancyhat_ One time when playing Minecraft on survival with a small group of friends, I got yelled at for using the iron from the communal crafting storage for shovels to do my landscaping work with. I still have never used communal iron for a shovel since, no mater how much iron was stored up.
@dextrodextrose12992 ай бұрын
@@_afancyhat_ wdym "waste my iron" a minecraft world has functionally infinite amounts of iron, you basically find new pickaxes while mining all the time
@Markel_A8 ай бұрын
I think durability mechanics fail when either it is too hard to repair items, or when items completely vanish from your inventory after breaking. A game which I think does durability really well is The Elder Scrolls III: Morrowind (which you didn't list in the video). In Morrowind, there are two easy ways to repair your items. You can pay NPCs to repair your items, which adds a necessary money sink to the game and makes resource management more engaging in the early and mid-game. You can also buy repair hammers or prongs and repair stuff yourself, but your success rate is based on your repair skill and the "quality" of the repair item. Carrying around repair tools also leaves you less room to carry loot, so it's a trade-off either way. Another meaningful way durability affects the game is economics. As an item degrades, it's price ingame decreases, which rewards you for repairing your items before selling them. You can also buy higher-tier items for cheaper if they're damaged, but then you'll have to find a way to repair them, and the more an item needs to be repaired, the higher the cost will be, but you can often still save thousands of gold on an item even after the cost of repair. It also affects how much damage weapons do and how much armour will protect you, which is another level of engagement, and the best part is items don't vanish when they break, you just can't equip them any more until they're repaired. I think the reason Minecraft's durability doesn't work well is because it doesn't meaningfully engage the player or create any interesting mechanics. It just forces you to put mending and unbreaking on everything or forces you to carry a bunch of backup tools in the early and mid game, using up valuable inventory space. It's also way too hard to repair stuff, because the asinine anvil mechanics. Even in the early game it's usually easier to just make a new tool than to repair an existing one. If a tool only ever will require 3 material items max, it's pretty much never economical to try and repair them. It is as you said, just artificial difficulty. I seriously hope Mojang considers reworking how the mechanics work at some point, because the current meta is just extremely boring.
@deathclawproductions67238 ай бұрын
Agreed, durability as a concept I think isn’t the inherit problem, it’s other things that are around it that causes the issues (namely items being too hard to repair or just leaving the inventory entirely).
@sola43937 ай бұрын
Durability alone is an annoyance but durability with a proper supporting mechanic that is balance and fun to do will enhance better gameplay. Most time it just wasn't executed properly with the right solution which lead to people dislike it.
@LibraritheWizardOfficial7 ай бұрын
Morrowind mentioned :)
@darkprinc9797 ай бұрын
If memory serves, Oblivion allowed you to repair your weapons and armor past their normal max durability, provided your armorer skill was high enough. This actually enhanced the item and made it more effective.
@LibraritheWizardOfficial7 ай бұрын
@@darkprinc979 That's right, Armorer skill 75-100 allows repair up to 125% in Oblivion, and it boosts weapon or armor stats :D
@knightsofthebedrock7 ай бұрын
My issue in breath of the wild wasn't about the weapons breaking, but that you couldn't buy new ones. you had to go all the way out to timbuck two and wait for a blood moon then fight some annoying monster for the 100th time to get a new flame sword every sing time.
@H11RO6 ай бұрын
You had to go to Two Buck Timmy? I had to go to Timbuktu
@diablo.the.cheater6 ай бұрын
That is not how you were supposed to play tho, the intended gameplay loop is to pick up weapons as you go, the very good ones you don't use until you have to face something you can't face without them, while you use other slots to use your normal stuff that you find constantly over the place and is easy to replace without going out of your way, it is a resource managing minigame, where you have to balance how much power something gives you with how much power you actually need to face a challenge. Due to this the really good weapons felt special as you used them only for special times while at the same time these good weapons didn't trivialize the rest of the game as it was a waste to use them on whatever. It is a genius system if you engage with it instead of trying to go around it, if you try to go around it, it turns into a grind fest, you are not supposed to go out of your way to get weapons, you are supposed to get weapons as you go around exploring, and saving them for the appropriate moment
@knightsofthebedrock6 ай бұрын
@@diablo.the.cheater I understand that. But even doing so it more of a nuisance than adding anything positive to the game. None of the weapons felt special when you can't use them. It's like having comic book in a display case. You have it, but what's the point if you can't read it?
@animeloveer975 ай бұрын
@@knightsofthebedrocktimbucktu 😂😂😂
@animeloveer975 ай бұрын
@@diablo.the.cheaterthat's lame as hell tho let me use the cool stuff when I want
@A4DOni4 ай бұрын
4:29 we all were thinking about it. Don't lie to me.
@night_san037 ай бұрын
The best example of durability I've seen in a game was a piece of cut content from the early versions of warframe, and it wasn't even called durability. I'm referring to melee channeling. This mechanic had your melee drain your ability energy to massively improve the damage potential of your melee weapon. There were a few problems with it, though. Chief amongst them was the resource cost. In warframe, you have energy to cast abilities. At the time of melee channeling, most of the playable characters had around 100 energy, which could be expanded to 225(which took a lot) if I remember correctly. Well, melee channeling had a drain of 1 energy/second as well as 5 energy per swing. The benefits were amazing, though. Double damage, double crit multiplier, and double status chance. The problems were low enemy density and no forms of sustainable energy generation, causing channeling to be very expensive and punishing to use. The other aspects were accidental activations and newbie frustration. HOWEVER COMMA! Since then energy has been made way more abundant and I strongly feel it should come back or even be used as a basis for future in-game durability. It's an optional resource, you still get to use whatever gear you like, and it massively improves gameplay.
@jowell69218 ай бұрын
4:38 Plane flying without retracting the wheels >:^)
@XayXayYT8 ай бұрын
I was hoping noone would notice that... 💀
@Abrogator918 ай бұрын
Happens more often than you may think
@Tapitus-totalus7 ай бұрын
Plot twist: the plane is actually hovering in place, just the clouds are moving backwards
@XayXayYT5 ай бұрын
Funnily enough, that's how I recorded the scene, I just stood still and recorded the plane as the clouds moved to give the illusion of the plane moving
@GwnTim18 ай бұрын
Some ideas on how to make Durability more enjoyable 1. Made high tier tools like Diamond and Netherite act like an elytra, where you don't permanently lose them (Or add an enchantment that causes this) (And maybe make it where a "broken" tool / elytra can only be repaired on an anvil, mending wont work once the durability is completely gone) 2. Make low tier tools (
@Juschlan8 ай бұрын
These are some amazing ideas! I wonder why "Too expensive" was introduced to begin with. Probably because at first you needed 50 levels for a full enchantment and people complained "ItS tOo ExPeNsIvE!" and they thought "wait, wait, write that down!"
@flirora8 ай бұрын
For 1, you could alternatively deduct durability based on the hardness of the block broken, and have the tools increase in durability faster.
@irenerenteria33278 ай бұрын
Ya know I never thought about it but I guess Netherrack is a soft substance.
@999Lipecraft7 ай бұрын
"golden axes existed and they were unbreakable, ironically" 😭 Cries square tears in Minecraft 😭 😂
@StarWarsExpert_7 ай бұрын
Really nice video! I like how you incooperate Minecraft into these videos, but also mix in other footage in the game. The editing and the added sound effects are great. I agree with what you said about durability. I'm always so happy when I get to the point in minecraft where I have mending and an XP, where I can avoid durability almost entirely.
@CrabKFP7 ай бұрын
In fantasy RPGs durability works because you can A) Find materials for repairs B) Buy the weapon again In Minecraft and BotW, it makes 0 sense because you need to craft it back or find the same weapon by exploring, which is fine at first, but then it becomes repetitive and sometimes a weapon you have is amazingly good
@merlinmelon6 ай бұрын
There's mending
@CrabKFP6 ай бұрын
@@merlinmelon the problem with mending is that is not really intuitive and creates another problem making it mandatory to all of your gear. And let's not talk about how it can make an enchantement "too expensive". If you take the Diablo III or Three Houses route it's basically "buy the repair for all your gear" or "buy these materials/go hunt down this monsters for materials".
@merlinmelon6 ай бұрын
I agree that "too expensive" being in the game is stupid. Honestly, I don't even like mending, what do you do with your resources if you're not crafting and repairing gear? You only need 34 diamonds to get a full set of gear, and maybe three extra - for an enchanter and a music box. After that diamonds would just become a decoration item
@leemeyer93955 ай бұрын
Hammern staff here I go
@dutch_and_dimes5 ай бұрын
Biggest issue I see is that Minecraft as a whole doesn't discourage other factors that make Durability much worse, because Durability is a good thing, in that it provides consequences for overuse of the same Tool, making Survival situations much more hectic, but other factors seems to make Durability suck, like being able to carry 10+ Pickaxes into the Mines without some sort of Space Encumbrance problem (Ark heavily builds their Game on these Systems), or not giving some of the materials back after the tool or armor breaks, taking some of the grind out of making the Tool again, or refusing to add deficiency and age modifiers to tools that go down to a certain level of Durability, making it more ideal to just repair the existing tool rather than make a new one (and take my word for it, you can, in real life, turn a Wooden Stump into an Anvil if you wanted to, despite the fact it wouldn't last as long), or maybe fixing the already bad Level Repairing System that Gates you from Repairs via. the 30+ Level gap it would take to Repair it. Durability isn't bad for Survival Games, but it doesn't have to suck like it does in Minecraft.
@JustAnotherYouTubeCommenter8 ай бұрын
The worst consequence of durability in Minecraft is that it makes acquiring enchantments sooooo much grindier. The anvil's repair feature is useless because it forces the player to grind for more levels, with the cost getting higher and higher as well as being a mechanic with a finite number of uses due to "Too Expensive!", which is already a very broken feature because there is NO WAY to decrease the level cost and once you go over the limit you HAVE TO start from scratch. Without mending, you are pretty much forced to go through the gruelling process of relying on the glorified slot machine that is the enchanting table and then the anvil over and over again. So yeah, mending is a NEED, not a choice, unless you simply don't care about having mid gear.
@rydergolde31697 ай бұрын
I have literally wasted so many levels and books trying to make Sharpness V before because at the time I didn't understand the "Too Expensive!" mechanic and while I now undertstand how it works, I despise its existence it disincentivizes the entire purpose of a repair station, what good is the ability to repair when doing so fucks over the item's potential? this exact reason is why I will always prioritize rolling a Librarian until I can get Mending from them over any other enchantment and even then, I'll probably go and make a mob farm *for* the Mending even with all this in mind, I play vanilla so infrequently that I don't have to worry about "Too Expensive!" because I will almost always run Apotheosis in my custom modpacks it doesn't just overhaul enchanting, but it also removes the Anvil cap, and makes gear into rare mob drops not only can you repair indefinitely, assuming you're not on Peaceful or something, you should have a decent supply of backup tools
@atacstringer85736 ай бұрын
Not to mention that they are now trying to add a feature to where villagers will only have certain trades in certain biomes making it impossible for you to have a mass villager trading Hall just because they want people to use the enchantment table more well if you want people to use the enchantment table then fix the stupid enchantment system once they Implement that hopefully they never do cuz they're only considering it right now but if they do I will never play Minecraft without mods again
@clayxros5766 ай бұрын
It really reeks of Stapled On.
@danielsaunders11527 ай бұрын
To be clear, I am not defending durability: In BOTW there is a mechanic within durability that changes the damage dealt by a weapon when the durability is low. This is a dynamic feature. If durability had more interesting mechanics. For example, imagine Minecraft makes it so that the tools only loose durability when you use them on blocks they are not intended to break. Pickaxes should not be used to cut down trees. If you do that, it's going to damage the tool! I'm sure that's an incomplete solution but it would at least stop the mechanic from punishing the player for playing the game and it would allow the mending mechanics (like repairing a tool using an iron ingot) to be enough because the tool only breaks when you misuse it. Again removing durability entirely is probably going to lead to better solutions, but id also be interested to see people in ovate durability to refine the ways that it impacts gameplay.
@alhassani236 ай бұрын
I laughed so hard at the "Freedom Unit Conversions", you can have my sub!
@LastWordSword5 ай бұрын
"Oh, this wasn't even its final form." 💀 I lost it! Perfect delivery!
@willowshake0238 ай бұрын
This video was literally an eye-opener and made me actually rethink the way I view Minecraft and its durability mechanics. I was so used to this feature that I've never ever fully realized that it was THAT problematic. I always thought that mending was the issue, or the anvil's obnoxious limits, but I guess I was wrong all of this time. I remember building a railway in my survival Minecraft world. In order to do so, I had to dig up a big-ass tunnel. And when I got to work, in a shocking turn of events my ultimate netherite pickaxe almost got sent to Heaven, so I had to severely slow down the process of mining to save the pick. What adds insult to injury is the fact that to repair a netherite tool you need a bloody netherite ingot. Did the durability mechanic provide any fun gameplay on that occassion? No. I had to use severely limited unenchanted iron pickaxes to mine out the tunnel or alternatively dig out ANOTHER tunnel just to get the materials to repair mine or make another pickaxe. This is extremely time-consuming and tedious. Yet, at the same time, like Xay said, if you remove it - it'll leave an empty space and maybe cause an even bigger outburst. However, I don't think that durability mechanic in Minecraft will ever receive any major change like that. It's too fundamental in the game with so much other mechanics built on it. It's too big of a risk, and we all know for sure Microsoft and Mojang don't have the balls to make such a move. Not after the Combat Update. On the contrary, is durability such a problem in Minecraft? You can easily bypass it using Unbreaking and Mending. With some xp bottles, you'll basically create an undestructable machine that'll last for your entire playthrough. Yep, the setup is quite tedious, but not as tedious as mining for the materials back and forth for the eternity. So yeah, it's actually an interesting and mind-breaking video, probably one of the best on Xayllernste's channel
@張謙-n3l8 ай бұрын
Mending and unit repair are two bad solutions to a terrible problem caused by the durability mechanism
@AWanderingSwordsman7 ай бұрын
If the problem is actually so easily circumvented by subjecting yourself to tedium, how is that not an awful thing to put in your game? Whatever issues that would arise from no durability should logically already be there with mending and xp bottles. It serves no actual purpose other than to prolong gameplay by giving you chores to do in the middle of it.
@deletodraw19447 ай бұрын
"You can easily bypass it using Unbreaking and Mending" thats exactly the problem. Durability has such a profound impact on the game, yet it's just as easily circumvented with 1, maybe 2 enchantments. And all of it is just extra pointless work, sometimes taking hours. Reminds me of an interview someone did with Hakita (ULTRAKILL creator). One of the questions went somewhere along the lines of, "Why did you not decide to add ammo for the guns?" His response was essentially that the player wouldn't play as optimally, he answered it by saying "Imagine if Dante (DMC) had durability on his sword, you wouldn't try to play flashy or go for combos for the risk of it breaking". It's not good game design if it takes hours to repair one good tool.
@davidpotts71166 ай бұрын
Durability in itself is not a singular problem. It's the grind that goes into repairing said durability that is. Durability is done well in Outward and Dark Souls and similar games where you can just keep the item in your back pocket until you can get it repaired, needing at most 1 backup for when your main armament is too damaged. Then you just go to a blacksmith or rest to instantly repair all your stuff. Meanwhile in Minecraft, you have to farm for your desired item which involves going through dozens of tools beforehand, set up an enchanting table, get the right enchantment, set up a mob farm to get emerald fodder and Mending xp, and set up a villager farm to trade those emeralds for bottles of enchanting. And even then it may not be enough because like you said, any ultimate netherite stuff can just break if you don't watch the durability closely even with Mending applied to it. So if you aren't careful, you could have to do that base grind for the materials all over again, going through dozens of tools and spending hours upon hours searching for enough netherite to remake the item that broke. Not to mention the time you need to spend in the mob farm gathering xp, the time needed to farm leather for books, and the regrind of gathering xp from the mob farm over and over again until you get good enchanted books to apply to the item. Unless it's a game like Diablo where you're literally given hundreds of free, good weapons throughout your playthrough, hard durability is never a good thing as it just ends up creating hesitancy to use and punishing grinds.
@Antisleeper8 ай бұрын
For Minecraft, I think the material tiers could be leveraged to alleviate this problem. For example, instead of a diamond pickaxe breaking at 0 durability, it downgrades to "damaged diamond pickaxe," which has the stats of the prior material tier (in this case, iron). By the time a player gets netherite, broken equipment wouldn't prevent a player from being reasonably effective. Yet, players will be encouraged to repair their gear in preparation for dangerous excursions, like doing a raid or fighting the Ender Dragon. We'd still need a repair system that doesn't suck though.
@DarthRayj6 ай бұрын
This is kind of what Monster Hunter does with their sharpness system, and I've never found myself annoyed at that! The weapon gets worse, but it can't break permanently; you're highly incentivized to get higher tiers in order to maintain better sharpness for longer, but sharpening them is something you can do within combat if you know your enemies attacks, or out of combat if you're more nervous. I feel like this kind of degradation system is better than the standard durability number.
@DarthRayj6 ай бұрын
If we're looking at your example, Minecraft, how about changing it so using an anvil to repair a tool *only* costs the material x however many tiers it's been degraded? Experience is only used to combine enchanted items or books. And maybe make anvils not have their own durability while we're at it. Then, a diamond pickaxe might take a few diamonds to repair back to full, but you'd have been able to use it to mine a lot of blocks and theoretically gotten a lot more diamonds in the meantime; enchantments like unbreaking would mean you'd be using less materials on your tools; and they could make Mending harder to get like they initially wanted it to be. The absurd degree to which Mending is almost required for any advanced level of Minecraft gameplay is a pretty big clue that players don't want to engage with the current durability mechanics.
@Matoro20027 ай бұрын
imo the way to handle durability is like how fallout new vegas and some newer fire emblem games (like 3H) handle it. when the weapon hits zero durability it becomes unusable/barely usable, but can be repaired at numerous locations, for cheap if the player takes the time to collect resources for repairing, as well as having multiple repair options in some cases (in new vegas there are repair kits, vendors that are essentially blacksmiths, and with skill investment you can break down lesser wepons to repair better ones, the similarity necessary becoming broader once you have certain perks, in three houses some special weapons can be repaired either at the smith using rare resources, or by resting on your weekend instead of doing an activity) giving the player options and having them be readily available, alongside not deleting the damaged equipment from the material plane when durability reaches zero is what keeps it from being frustrating
@juanconstenla11713 ай бұрын
I think the problem with anvil durability is the experience cost: when I repair my pc or some electrodomestic I don't get dumber, in the contrary I gain experience So minecraft should encourage you to use your anvil to do maintenance on your tools, by gaining experience and paying the resources you collect instead of exp farms. And for enchanted tools you should burn lapiz lazuli + the tool's material. This way you give players 2 choices: An "infinite" tool (with exp farms) at the cost of taking longer to enchant the rest of your stuff. Vs Finite tools that give you a lot more experience, and by that more access to enchantments. It's like a comparison in exp curves in pokemon. And also imagine the continuation of the netherite hoe advancement with repairing a netherite hoe with 10% remaining using a netherite brick. Also the material burned to repair needs balance like 1 netherite ingot gets the tool fully repaired no matter if it was at 1% or 99% and a diamond for a full sword or hoe and 2 diamonds for a pickaxe or axe just to keep repair cost lower than building the tool again.
@ni__wolf1436 ай бұрын
I saw a mod for Minecraft which changed durability to only affect you when you die, basically meaning when you die all your weapons and armor and tools take a huge chunk of damage, making it kind of an in-between between keepinventory on and off, where you can lose stuff from it but it's not 100%, also Project Zomboid is planning to overhaul the crafting system and with it, making it so when tools and weapons break, they turn into pieces of weapons that can be used to make more weapons. Both of these methods for durability seem to work way better than how it currently is in games, one is simply a punishment for lacking skill, while the other is a compromise and lets you make more weapons from the pieces of your previous weapons.
@chaoticrune10578 ай бұрын
in my opinion the durability is stressful when you know that your items is going to break forever, the sweet spot for me is when devs let you repair a broken equipement
@The_Grin_Reaper_8 ай бұрын
Freaking insane video you did such a great job with this one 100 percent worth the wait I enjoyed every second of it
@hypermun528 ай бұрын
one game i feel has durability as a part of its design and done well is Don't Starve. In that game, one of the main premises is that EVERYTHING comes at a cost. Its unforgiving survival aspects come from its lack of safety or security in anything really. Its a game about resource management first and foremost, constantly feeding fuel to both the figurative and literal fire to keep yourself alive. One upside of durability mechanics that DS does perfectly, though, is incentivizing not using tools at all! Instead, pushing players to try and find creative solutions to get work done besides just manual labor. For instance, Using giant mobs to clear forests or mine for you in don't starve rather than doing it yourself. I get that breath of the wild was trying to go for that, incentivizing not taking fights or trying to find cleaver ways to sneak around or take out groups of enemies with minimal resources...but that doesnt really work in a game as directly-combat-focused as zelda. Durability works best when just using the tools isnt the only, or even better yet, not the best way to go about getting a task done. Instead, being a way to push a player to find better and possibly more fun solutions to an otherwise tedious task or issue.
@peanutsveryepicchannel86996 ай бұрын
Zomboid is going to do something different but also extremely cool! It's going to add procedural weapon breaking, for example, if an axe's head flies off, you'd still be able to use the hilt for another axe, or, as a blunt weapon in and of itself.
@pocketnaut4 ай бұрын
Wait so I'm like the only person that uses anvils consistently?
@XayXayYT4 ай бұрын
I am genuinely surprised if you've gotten this far using the Anvil repairs my dude, that's honestly kind of impressive
@pocketnaut4 ай бұрын
@@XayXayYT I typically perform about 3-4 anvil repairs every playthrough, especially in the early phase where I've just acquired diamond tools but have yet to acquire more than a handful of diamonds. If I'm later on in a play through and have acquired mending but have yet to create an XP farm and yet my tool is still about to break, I'll spend a diamond or two to repair it just to ensure that it doesn't break before the mending does its job (It's happened once, never again)
@Matthew-ul4gs6 ай бұрын
I like how tinkers construct, the minecraft tool mod, does it. Theres a durability based on materials used to make the weapon, when the weapon "breaks" it can be fixed, even on the go if you make repair kits. It even allows limited upgrades to weapons, with a diverse amount to choose from (also a bunch of different materials with effects), which allows for increased tool diversity. I think durability actually accentuates the idea, pushing people to find some creative way to get more (via upgrades), or find ways around it (such as with "Overslime").
@gamesandglory16486 ай бұрын
I also think in certain versions you could make stuff actually invincible with enough obsidian plates, rather than just strong unbreaking enchant with penalty when it does take damage.
@milesupshur96147 ай бұрын
I think durability depends on the genre and tone. I don't play games like Dark Souls or BoTW, but if I did I would definitely hate the way those durability systems were implemented. Those weapons seem sturdy enough to last years, if not forever, so it makes perfect sense for them to be unbreakable for gameplay purposes. On the other hand, games like 7 Days to Die are trying to capture the feeling of scavenging in a zombie-apocalypse, where you're stuck with crude weapons and tools until you can work your way up to sturdier gear that's easier to maintain. Another good example is Grounded, where your weapons are also fairly crude and being assembled by teenagers, so it's no surprise they'd break. In both examples, the weapons don't disappear when they break, there are several avenues to take when maintaining your weapons, and stockpiling resources for the future is an integral mechanic of the game, so you don't have to use your good gear sparingly.
@DarthRayj6 ай бұрын
It's great for games that want to give a feeling of scarcity or limitation. Which is why it does kind of make sense for Dark Souls, but BotW wants you to feel like a legendary hero exploring and conquering the world, which makes the durability feel pretty rough.
@Caix0te8 ай бұрын
I think durability could be used as a way to make the player use the right tools. Like, a iron pickaxe only degrades with tougher blocks like diamond ores, while with blocks that are more lenient like netherack wouldn't cost nothing to use it. I could see like a way to push the player to make better things for each occasion, for example deepslate would cost you stone level durability because its tougher than your tool is.
@thepigvillage8 ай бұрын
Here's an idea for making durability better! When something breaks, it actually BREAKS. Like, maybe you chip a piece off your sword and it might make the enemy bleed sometimes, maybe your armor has a hole in it and it makes you more resistant to heat but more vulnerable to splash attacks, or maybe your magical spear's head breaks off. If it breaks in multiple pieces, you can keep those pieces and either repair it once you get the supplies or go the blacksmith, or you can use those parts for something else. Maybe the old handle from that spear would make a good torch, and you could use the spearhead as the end of a grappling hook to use that magical power for something movement-based instead of combat-based. The possibilities are endless there! That could help with immersion, and you could even make it so repaired weapons can be imbued with new magic and buffs each time to ENCOURAGE you using your weapons until they break in the long run
@peterwest3195 ай бұрын
I think the durability debate is best shown comparing terraria and minecraft. Minecraft has very few equipment tiers to grind vertically, so durability was introduced to make it a horizontal grind, forcing you to hunt and gather both current and next tier resources. If you ignore the current tier then the tool breaks and you are pushed back down the tiers. Terraria on the other hand has a load of equipment tiers using much rarer multistep resources , so adding in the horizontal grind via durability only detracts from the experience. I say both have their place but the game should be built around the usage or not of durability
@happysmilesworldandgames87553 ай бұрын
21:44 it enchourages variety by making you use the same weak ones and save the "variety" for later?
@deborahsabourin8 ай бұрын
"We must remove durability." Curse of binding: 💀 Edit: Hate to be that person, but this is the most likes I've ever gotten.
@matthewr61488 ай бұрын
Eh, just remove the Curses too. They don't add anything of value to the game.
@Scoitol8 ай бұрын
@@matthewr6148 it's funny, it has multiplayer troll potential, and it always good to have for advnture maps
@cifge_4048 ай бұрын
found a helmet once with both curse of binding and mending lollll
@nubidubi238 ай бұрын
@@Scoitol then remove them from survival
@ItsJustT8 ай бұрын
@@nubidubi23 use a grindstone 🤓
@LimeSlimeee8 ай бұрын
I love your videos so much I'm so happy that you're back!
@spire6_8 ай бұрын
He was never gone?
@LimeSlimeee8 ай бұрын
@@spire6_Yeah no video in a month
@spire6_8 ай бұрын
@@LimeSlimeee he posts monthly
@Gameboy0758 ай бұрын
After replaying terraria and making a new world on Minecraft that I promised myself I would not use mending in, it’s come to the point where I find the durability system to be more of a bother than a challenge on using resources responsibly, I think the only time I could say i tolerate the durability mechanic is in Monster hunter rise, but then again it kind of has its own version of mending with Malzeno’s hunting horn (which as horn main i absolutely love aside from the sounds it makes) as it not only has weapon durability reduction but also sharpness regen. Great Video as always xay! Was definitely worth the wait!
@danielvalle88756 ай бұрын
In _The Witcher 3_ you can carry weapon fixing kits which allow you to improve condition on weapons in situ Wait, that also sucks
@robbert2256 ай бұрын
27:47 I think this point specifically could work great as a replacement for durability in Breath of the Wild and Tears of the Kingdom. There are already rare weapon drops that have special augments/abilities in the game; they should remove durability, and instead make the list of augments way larger, and make them much more common. It would still encourage players to switch weapons and see the effects each augment could have on each weapon. It could also encourage exploration with in-universe lore that certain parts of the map could have certain augments that are rarer everywhere else, like a conversation about how a bokoblin tribe makes their weapons more aerodynamic than usual or something like that, and you have a higher chance to get a “far throwing distance” or a “fast swing” weapon. There would of course have to be a lot of testing with balance, as you wouldn’t want: 1. A player to find a medium-tier weapon with a busted augment that makes the medium-tier enemies a joke and allows the player to advance further than intended just because they got lucky 2. A player to get a crappy augment maybe one too many times and reduce their desire to fight enemies and loot new weapons, causing them to lose interest in progression just because they got unlucky I think this can be done in many ways, but I have two ideas: 1. Make the weapon augments/buffs adjacent to combat, rather than direct upgrades to damage output/effectiveness. This could make combat inspire more creativity in fights, such as a “wider arc” augment making it easier to hit multiple enemies instead of having to focus on each one separately, or a “timing” shield that does more damage/stuns longer depending on the accuracy of your perfect guard; buffs that are decently beneficial, but their true value is brought out the better a player you are, hence rewarding exploration/getting better. 2. Add debuffs/integrate debuffs into the buffs themselves to make the the combat more risk/reward, such as an augment that could increase attack speed of a weapon, but the cooldown period after your combo finisher is longer to match it, making it harder to dodge or put up your shield, or even bringing durability back in exchange for a straight increase to damage on a weapon. I personally prefer the first balance option, but I think either one could work with enough fine-tuning.
@Direblade117 ай бұрын
Now I'm imagining an RPG system that has: 1. Hafts/handles that break and can easily be repaired with a wedge 2. Tool head materials that only degrade with "improper" use, maybe requiring occasional sharpening 3. Leveling skills makes items much less likely, and eventually impossible to break if you max it out. The biggest idea with this is that durability will come into play with a tool only if you don't care about the associated skill tree, and by the time that your tool head breaks you've already progressed at least one tier
@4_7D8 ай бұрын
THAT PLANE WAS UNCALLED FOR 💀
@alsoalsolem8 ай бұрын
6:35 NOT THE FIRE IN THE HOLE 😭😭
@Moody_7615 ай бұрын
@@alsoalsolem Water in the eyes much better
@plasmamuffin13206 ай бұрын
Honestly I actually genuinely like durability. It doesn't work in all games, but it does in ones like minecraft, breath of the wild, and others. It's easy enough to get weapons that you're never at risk of running out, and it encourages you to try to be efficient. Managing durability is honestly fun for me. In a modded minecraft server called minez, weapons you found were always degraded, so you had to repair them with others you found. This way, even finding the same weapon more than once is fun instead of it being useless once you get one. I could go into detail about why exactly I like durability, but to summarize, it's just satisfying and fun to me.
@HistoricallyMCАй бұрын
4:43 were dirty minded, aren’t we
@itmegibby24598 ай бұрын
i think the only time i missed durability was in FE fates, the drawbacks they had to add to powerful weapons like the S tier and silver weapons was so detrimental they just weren't worth using at all, in games like shadow dragon u had powerful weapons like gradivus but you could only use it 20 times without expending another limited use tool the hammerne staff or holding the starsphere and there was a LOT of other things you wanted to use the hammerne staff on like forged ridersbanes or warp staves
@Zancibar8 ай бұрын
Me at 14:36: "Oh, what a nice story about durability in games, it's an odd not to end with but I gue- *Checks timer* . . . Oh. . . Oh my.
@AndrewBrownK8 ай бұрын
This was amazing. Well done. Send to game devs everywhere
@Myu1437 ай бұрын
Never had a problem with any games durability system.
@maddockemerson46037 ай бұрын
Playing deviljho's advocate here as I usually hate durability mechanics, but there is a game series I know of that actually does it well; you listed it at 28:45 and I suspect it's one of the ones you admit you haven't played because you didn't mention it and it is very different from the usual weapon breaking thing: Monster Hunter. In Monster Hunter, melee weapons have a Sharpness level (even if it's a Blunt weapon, or looks like it should be) that goes down as the weapon hits things. At lower levels your attacks deal less damage and depending on the monster or body part you hit your weapon may completely bounce, dealing almost no damage, interrupting your combo and locking you into a recoiling animation that leaves you vulnerable. At the minimum sharpness tier, all attacks bounce no matter what, and every weapon can reach this threshold. You raise sharpness again by using a Whetstone, which requires you to stop and sit through a five second animation. This may sound annoying, but instead it is used to create tension, because most of the time you'll be in the middle of fighting a big monster when you do this, so there's a probability assessment challenge in finding an opening to sit through this animation without getting hit - remember that if you get hit or the animation is interrupted in any other way, you don't get _any_ sharpness back, _and_ you only have one weapon at a time so you have to do it. This also compels the player to aim for the target's weak points and not waste as much time on smaller monsters since you'll want to get as much bang for your buck as possible against your main target, so it rewards the player for playing well (and taking risks by leaving lesser monsters alive) and punishes mistakes. It also enables a stat progression system that feels impactful, since you can really see the difference between for example a weapon that at first can only hit the monster's weak points without bouncing, and can only do ten or so hits before bouncing of everything, vs. one that can last 20 hits then only bounces off of suboptimal targets, vs. an even more powerful weapon that can cut through anything but literal stone for a while before degrading to a state that's still much better than the first weapon. And, most importantly, you _don't completely lose your weapon at zero durability._ Because of that and because you can only bring one weapon into the field there's no switching to your tenth backup sword that does the same thing like BotW. Gog, I hate BotW's durability. P.S. I noticed you listed Skyward Sword as a game that has durability mechanics, but that only applies to shields, and I think only if you don't do a timed block. Your sword has infinite uses and your bow requires arrows which is fair enough, plus you can get an unbreakable shield anyway. That's also a good implementation of durability mechanics because it rewards good play and punishes mistakes but doesn't completely stop you in your tracks or bog you down with inventory management like BotW.
@fgvcosmic67528 ай бұрын
Honestly, Fire Emblem does durability great, because its a gameplay _mechanic_ in its entirety. It is part of how the strategy works. It also occasionally does durability very badly - such as the Relics in 3 houses, where it makes them essentially useless.
@lukebytes53668 ай бұрын
It also helps that most of the games a relatively short. It's easier to plan when and where you want to use your best gear.
@fgvcosmic67528 ай бұрын
@@lukebytes5366 you only need to think about durability in regards to each chapter generally, too. The game was built with durability in mind, not as an after thought
@Sherolox6 ай бұрын
I wouldn't call relics essentially useless, since you get enough opportunities to farm Umbral Steel, which is required to repair the relics. Pretty much all Draconic monsters drop Umbral Steel once their barrier has been broken, really not too hard to do. Besides that, I agree, I just feel like making weapons repairable in most games should be a priority, so rare and character-exclusive weapons are hoarded less.
@valentinebabeVA8 ай бұрын
this video is so great and informative!!!
@circledline38807 ай бұрын
Durability is a challenge to be overcome, but overcoming it has to be fun or interesting to be worth the players time.
@HikasCorner4 ай бұрын
You have NO right being this funny holy hell. Underrated channel
@Nielk16 ай бұрын
I like how Tinkerer's Workshop does durability for MC, where the weapon just becomes useless and the mods you can put on the weapon alters its properties, durability, or even adds passive mending. By putting choice into the player's hands for how they want to handle durability, letting them making a fragile tool that does massive output for a reliable long haul but expensive to produce tool it changers durability from an annoyance to player intent. It helps a lot too that weapons don't disappear when they break and instead just enter a damaged state as the mod encourages all that customization and even naming of your weapon as part of its base construction.
@zeeteajuu7 ай бұрын
8:44 Can't believe pewdiepie created 3d terraria
@Ribbons0121R1218 ай бұрын
I think the best anti durability example is Ultrakill Solution to “using one weapon” is simple, make multiple weapons bounce naturally off eachother in combat If a weapon can only do one thing it’s kinda boring, if it can use speed as a damage multiplier or doubled as a mobility tool you might still use it a lot, but it’ll feel way less repetitive
@Eddie-yv1ix8 ай бұрын
Honestly, Ultrakill's weapon combat is more akin to Doom Eternal, and the DMC franchise (besides DMC2) where the best way to play it is with swapping weapons ever so often
@Ribbons0121R1218 ай бұрын
@@Eddie-yv1ix doom eternal ain’t a great example because it forces you to
@3v1l73ddy7 ай бұрын
As someone that gets unreasonably attached to items in games and gives them names and stuff durability is such an unnecessary emotional blow. It's also tedious and stupid. If durability was removed from Minecraft it would force the devs to develop more content to improve the game. They want the game to last another 50 years but durability (amongst other things *cough* inventory *cough*) is literally one of the biggest things hindering that dream.
@claitastrophe18506 ай бұрын
The Borderlands series does a good job of encouraging weapon variety. depends on the game, but in Borderlands 3 here's a summary of everything that encourages you to "be immersed" in weapon selection. - Weapons can do kinetic, fire, corrosive, shock, radiation, or cryo damage. - Enemies have one or more of the following health bars: Shield, Armor, Health. - Kinetic does pretty similar damage to all three. Shock, Corrosive, and Fire do extra damage against their respective type but reduced damage against others. Radiation deals damage to nearby enemies, and cryo damage can freeze enemies (making melee attacks more effective. This standard "damage type" system (pokemon, etc) encourages weapon switching. - You can quickly switch between 4 weapons, so you'll have to pick wisely before battling in an area. - Ammo type and enemy type(boss vs badass vs normal) also mean switching is important, since some guns do more damage to bosses. - Lots of weapons have unique abilities that will be better for swarms or single targets, and each one can also get random anointments/enchantments which encourage close comparison of options. - Different playable characters with different skill trees (which you can't completely fill) provide different bonuses to some weapons, and you can reset your skill tree at any point to switch it up. - Many characters also provide bonuses for switching weapons. For example, the first shot my character does after switching does extra damage.
@CamTheWarlock5 ай бұрын
The only game I don’t really mind durability in is WoW, because your gear isn’t lost, and it only really gets damaged significantly on death, and unless you’re really bad with managing gold it’s not too terrible.
@blood-water8 ай бұрын
AT 1:40 IMMEDIATELY NOTICED THAT SAID "HENTAI" AND STARTED BAWLING
@ProJohnson8 ай бұрын
NAHHHHHH
@blood-water8 ай бұрын
@@ProJohnson xay never changes.
@ProJohnson8 ай бұрын
@@blood-water for hot he was a fembo-
@TrueBladeSoul7 ай бұрын
Honestly I think Durability is good when done like in three houses where you can repair it even at zero durability
@Babs69428 ай бұрын
Bro got a whole ahh backstory Love video keep up with the content❤❤❤
@Alex-On-VR6 ай бұрын
11:00 as someone who has 2 stacks of useless diamonds, i certainly do this
@salmuttotabreabittlecochicarac7 ай бұрын
I definitely think OOT and MM did durability well, but got overshadowed by how long it lasts basically, normally your items have normal stats and no durability, but you can upgrade it to give heavily improved stats that only last for a while before breaking.
@Eddie_Enfer8 ай бұрын
I was cool with durability in BOTW until I realized weapons could have modifiers. The 100ATK Savage Lynel Sword I grinded for Hours, gone because there's no repair mechanic, what a bummer
@nutsi38 ай бұрын
I like durability because it reminds me of our finite time in this universe, eventually we will all be gone, forever, you can delay it, but it will eventually happen.
@kenthartig70658 ай бұрын
I love comments that have so many layers of irony that you can't discern how serious the poster meant it to be
@loannguyenthithanh64567 ай бұрын
Not if I grab god's balls and fuse them together before absorbing it.
@nutsi37 ай бұрын
@@kenthartig7065 I can’t even discern how serious the poster is meant to be… I am the poster
@kenthartig70657 ай бұрын
@@nutsi3 Schrodinger's sincerity
@anguschen28558 ай бұрын
10:32 durability was so oppressive, providing more pressure than an Asian dad during finals. 😂😂😂 that’s saying something btw
@StarWarsExpert_7 ай бұрын
00:00 📜 Durability mechanics have a 40-year history, originating in 1983 with "Ultima III: Exodus." 00:28 🕹 "Ultima III" introduced the concept of durability, requiring players to manage resources and maintain gear. 01:26 🔄 Durability mechanics began appearing in more games after "Ultima III," aiming for broader recognition. 02:31 🎮 Durability mechanics reemerged in games like "Diablo" and "Baldur's Gate," showing wear and tear numerically. 03:59 🚀 Durability sought inclusion in various genres but struggled until its success in "Animal Crossing" in 2001. 06:00 💥 Durability made significant progress in shooter games like "Far Cry 2" and "Fallout," where items could break or jam. 07:26 🛠 In "Dark Souls," durability influenced decision-making, adding complexity to weapon choices and repairs. 08:22 🧱 "Minecraft" incorporated durability in 2010, making it a crucial element in its survival mode. 10:43 🔨 "Minecraft" introduced tools and weapons with limited uses, later adding mechanics to extend their lifespan. 13:09 🗡 "Breath of the Wild" featured a strict durability system, making all items breakable, which was both praised and criticized. 14:36 🌟 Durability became widely known, but its harsh implementation in "Breath of the Wild" led to significant controversy. 16:06 🗣 Public opinion shifted, with many players and developers criticizing durability mechanics or removing them from new games. 17:04 ⚔ Despite mixed reactions, durability mechanics continued in some games, with attempts to balance or improve the system. 18:07 🔄 The video creator strongly criticizes durability mechanics, calling them one of the worst game design elements. 20:56 🚫 Durability discourages exploration by punishing players for using stronger weapons. 21:25 🎮 Removing durability in "Breath of the Wild" made the game more enjoyable. 21:53 🏹 Durability encourages using weaker or unbreakable weapons first, limiting variety. 22:22 🌱 Adding durability to tools in "Animal Crossing: New Horizons" felt unrealistic and frustrating. 22:52 🌋 Netherite's durability in "Minecraft" is unrealistically low despite its legendary status. 23:20 💔 Players tolerate "Breath of the Wild's" durability system because the rest of the game is excellent. 23:53 🌍 Durability mechanics feel ingrained due to long-term exposure in various games. 24:22 🔄 Playing "Minecraft" without durability felt strange but ultimately more convenient. 24:52 🛠 The real issue is players generally dislike durability and seek ways to avoid it. 25:21 🚫 Durability often punishes players for simply playing the game, not just for making mistakes. 25:48 ⚖ Good game limitations should be fair, encourage gameplay, and be skill-based, unlike durability. 26:44 🗡 Legendary games like "Terraria" thrive without durability, using progression systems instead. 27:40 🛠 Alternatives to durability include weapon progression, crafting, special abilities, and diverse enemies. 28:35 🎮 Developers can create diverse combat systems without relying on durability mechanics. 29:05 🕹 Games like "Terraria," "Elden Ring," and "Baldur's Gate 3" show that durability is unnecessary for success. 29:32 🔄 As games evolve, old mechanics like durability may be replaced by more innovative solutions. 29:59 💡 Evolving past old mechanics is part of game development, similar to how save systems replaced lives. 30:28 🔄 Durability may be phased out or evolved further, but innovation is key for game development. 30:57 👍 Open to being proven wrong if someone can create a balanced and enjoyable durability system.
@maxifire324 ай бұрын
I get the point of this video, but i think durability could (could, not guaranteed) still be partially salvaged if changed/modernized, i have a few ideas: Each weapon needs to be used in a specific way to be effective, if used perfectly it doesn't lose any durability, if used wrong it loses some based on how badly you used it (for example: A mace meant to smash from up to down, if you do so you don't lose anything, if you don't and attack from the sides you'll sacrifice durability), which makes it more skill based Losing durability doesn't break a weapon, rather it makes it duller over time as you lose more and deals less damage, but you can resharpen it later and it's never lost forever (not as punishing as weapons breaking, but still punishing for bad decisions) Durability isn't lost in one go, repeated wrong use will wear down durability, but do it only once by accident and you might get away with it I know not everyone will agree with me, and you can't make everyone happy
@ChanceDrive8 ай бұрын
Tbh a game about crafting is the perfect game for a durability mechanic as it forces the player to craft instead of them forgetting about the crafting mechanic.
@LegendofKal6 ай бұрын
And then ACNH forces you to craft bait 1 by 1 for an already dying fishing rod so you can try and get the remaining available fish for the season.
@RngGm8 ай бұрын
I am currently playing a terraria mod. Almost all of my hotbar is weapons because they are all unique, even if they are about the same power or weaker
@KauthicDreamings8 ай бұрын
Durability is a toxic relationship
@OdinJrthesecond6 ай бұрын
It breaks and then you try to fix it but it just keeps breaking
@-FFFridge6 ай бұрын
the point of durability is to add resource management, which is a strategic challenge. this works as intended in games like fire emblem, while it doesn't work in games like minecraft. the key difference: finite resource availability vs infinite resource availability. in fire emblem (and pokemon, in the form of move PP), the amount of WEAPONS is limited, not just each weapon's uses. this forces the player to strategically take care when to use each weapon, especially if said weapon's purpose is to deal with a certain enemy type, which makes it too valuable to use on other enemy types lest you run out of that weapon and will have to use suboptimal weapons FOR THE REST OF THE GAME. in minecraft (and breath of the wild), the amount of tools is unlimited - you can just go and get some more materials and craft new tools. this changes the challenge from strategic decision making to grinding. and nobody likes grinding (unless you play MMOs). theoretically you could force yourself to avoid grinding as much as possible, which will turn the challenge back to strategic decision making, but players will always take the path of least resistance, even if it will optimize the fun out of the game. therefore, there's an unavoidable conflict between durability and making a fun sandbox\open-world game.