@ Mops -- Not getting panicked by any means, just want to impress on the Dev's my view of item decay as it affects newer players. Do me the favor of not being condescending, or belittling my points by claiming I am speaking from selfish greed or unconsidered alarm. I'm speaking from the position of someone new to NS4 (about 3 months in now?) Who doesn't have a level 40, but has several alts who have benefited from some stock-piling, and who very clearly remembers the work he put in to his first toon. If you had a system in place which had destroyed my gear periodically, in one way or another, as I was leveling, the road would have been much more arduous... And remember, for a new player to the server, the world and it's systems already seem fairly intimidating.
With Diablo, if I recall correctly you could get your gear repaired with no long-lasting penalty? Correct me if I am wrong, as it has been -many- years since I played the first. This would be a gold-sink, which I dont have a problem with in the least, if it is properly balanced. I didnt play UO or NS3.5, but NS4 follows the "nothing destroyed" system (except perhaps from PVP disarms) but also doesnt have the concomitant gold-sink system. Also look at such massively successful games as EQ, EQ2, WoW, etc. All of them use a gold-sink system, rather than an item-sink model, and have lasted a good link time (though I do not defend these games from cries of mudflation...)
DAOC I think is a good example in your favor though, it had a system of item decay that was repairable, but which repairs gradually degraded the item. The rarer an item was, the slower that irreparable decay occured. Having said that, once reaching a high level in DAOC, as a casual player, much of my time in game was spent farming easy crap for cash so I could afford the next suit of tailored leather when I broke the other suit from raiding. I eventually quit because I didnt have the time to farm the cash to support raiding while still having a chance to actually enjoy the fruits of those raids (Yay, I got an awesome hat, but I cant use it on raids because it'll get ruined, and if im not raiding, all I have time to do is farm cash so I can replace this tailored robe that is breaking down).
Frankly those who play the most are the ones who gather the largest stockpile of items. If someone has played years and has 20 level 40 toons, why SHOULDNT they have accumulated a vast stockpile of stuff? Dragons do it...?
@ Flailer -- With regards to the latter 3/4 of the blurb from the article discussing destructability of gear, if it is the intention of the Devs to make NS5 more "true to life" than existent modules and games, then by all means make Shields be destroyable, but remember we're in a land of magic, where Dwarves and Elves can work Steel and Mithril with magic to make them extremely strong and light. As far as the "need" for a drain to insulate against either mudflation (forward looking) or stagnation (in the present), that may be entirely accurate in light of the Neversummer realm. As not a lot has been released about all the minutiae of NS5, I'm going to assume it is largely similar to NS4, just in a new system, realm, etc. If PVP is intended to be a significant part of the "end game", in conjunction with raiding extremely high level targets, what I said about the stagnation of items holds. From my (admittedly limited) experience, Demonwasp Rings, and Death's Rapiers dont seem to be flooding the economy. The highest level gear is (and should be!) excessively hard to come by, such that people have a reason to continue to play once they hit 40. If a 40 could just take a group and hit 5-6 bosses, who are all guaranteed to drop the peice they need, People wouldnt have much incentive to play beyond that. Under the current system, however, I recognize I will have to work hard towards attaining half, let alone all, of my "dream pieces". In the mean time, why force the time-sink of constantly refarming my lesser gear?
Additionally, the burden is unfairly distributed -- On-Death based item destruction? You just penalized the explorer/adventurer who tries to see the world at his own peril. You've penalized the group of 5 people who know they probably cant defeat the Orc Lord, but want to go give it a shot just so they can say they tried. On-Hit based item destruction? You just made the fighters of the world poor, and the wizards of the world rich. Consider games with repair costs on death, and how this has resulted in exorbitant repair costs for the Main Tank of a raid (often, many times in excess of the repair costs of those who arent on the front lines). Rust Beasts? Same thing, you just shift the burden to those who have to get within range of the rust ability, or are not front-end DPS loaded, such that they cant destroy the rust-beasts before any significant harm is done. Time-Based Decay? Sucks to be the guy who can't log in for a week or two because of finals, and if items decay based on time in-game, how would that have any effect on mules? You'd just force people to mule the crap faster, so it wouldnt decay in a box in their inventory.
I guess, to sum it up as best I can, item destruction based resource sinks are essentially a round about way of adding a time-sink. If you know your sword is going to be destroyed (or is already almost there), you just spend 3 hours re-farming the guy who dropped it (and to the detriment of others who might want to kill him in a group for the challenge and loot). Similarly, if you are in a party with 3 others who need said sword, and you already have one, you have the consistent incentive to roll against them, so you can stock pile a few for the long haul.
Basically, players already have an acknowledged necessary time-sink -- Gold. It costs money to travel about, it costs money when you die, and a system could be put in place where it costs money to have your gear repaired (this is a GOLD SINK even if it is accomplished through items, unless items are outright destroyed). Just tweak that system -- make item repair costs significant enough that people sell the Golden Mithril Sword they found so they can afford to repair their crap, instead of hording it because the gold is nearly worthless. Make gold and vendor drops less such that throwing down 100k to repair gear and another 20k to get somewhere is significant.
Either way, you force people to farm to support themselves, whether it's gold or items, but at least a properly tuned gold-sink system would allow players to decide where they grind -- not just be forced to go back to the same area over and over because the Royal Sickle drops there, and its the best item for my build. If i've done Skara a bunch and need gold? Let me run Amazons, let me run HoD with a big enough group. Dont make me sit in Skara because my Royal Sickle broke and I need another.
With outright item destruction/loss, you disincentivize people from playing "weak" builds that arent 100% uber and thus safe. You disincentivize people from "going for it" in the face of substantial risk. You disincentivize exploration. Reference
http://www.nsrealm.com/public/ns/viewto ... &t=1001574 . You had a person asking for tips on an AA build and essentially being told archers are too expensive, try it later when you can horde enough money to afford it.
Sure, you'll still have players that play the disincentivized builds, but not as many as you otherwise would...
Last thing -- This is, of course, in the capable hands of the NS5 devs. I just want to put some arguments out there for consideration -- if you weigh them and find them inaccurate in your greater experience, so be it. If you weigh them and decide that even if they are valid points, countervailing pressure suggests otherwise, so be it. Just consider them, and remember that the role of the game is to be fun for the players. Same as with the death system, make sure whatever you decide to do doesn't inject more necessary "grinding" than is... necessary.