Weapon Breaking Done Well?

TLDR: which games do WEAPON BREAKING without making you want to tear your hair out?

i’m playing through Dark Cloud and forgot how tedious the weapon system is. weapons function as “leveling up” instead of using a traditional experience-based system. weapons need to be upgraded, fused, and repaired throughout the game. and a durability system dictates that once your weapon hits 0 durability, it breaks. broken weapons can cost you hours of gameplay if you’re not careful. there’s even the possibility of breaking all your weapons and starting from square one near the end of the game if you’re not vigilant with repairs.

for Dark Cloud, this weapon system is a unique leveling system that differentiates itself from its action-rpg peers. it introduces a level of risk that keeps you alert while making weapons you’ve upgraded-and-maintained feel like valuable treasure. however, this system is also tedious to keep up with as weapon durability decreases quickly and repairs are time consuming.

after hours of playtime, i think i’ve isolated the reason why the weapon system is so annoying: menus. the entire system is menu-based. i often find myself pulling up the menu mid-battle to repair my weapon. there are automated repairs, but these require some setup. if Dark Cloud somehow incorporated more interactive ways (outside of a pause menu) to repair weapons or made weapon durability decrease at half the rate or made a broken weapon repairable (instead of gone for good), this would have gone a long way to reduce tedium.

games like Breath of the Wild are often criticised for similar weapon-breaking systems, and it got me thinking about the fact that i have NEVER seen a weapon-breaking system praised or even vaguely complimented.

are there any games that do weapon breaking especially well, and why?

Kolanaki,
@Kolanaki@yiffit.net avatar

Dark Souls 1.

The only time it even really comes into play is if you use Crystal weapons or katanas. Or crystal katanas that will break after 2 hits.

Tears of the Kingdom.

Unlike BOTW where if you wanted good weapons, you would have to go find them and keep your inventory full of them just in case, TOTK has the Fusion power so you can take any piece of shit and make it viable with monster horns.

Fallout 3 and New Vegas come super close to what I would think is perfect. I hate using duplicate weapons to repair, but modding the game to use duct tape and weapon scrap for it makes it work way better. It’s been hella long and I think NV is like that in vanilla but I know FO3 isn’t and keeping those unique weapons working was such a PITA.

Land_Strider,

Fallout: New Vegas. The game pushes you across the map even though it is an open world game. You don’t have anywhere to start hoarding stuff and use it around much, since you have to move quite some while, at the early-mid game at least.

Both weapons and armor have a condition, which degrades with use and damage and can be simply repaired by combining 2 of them, or having some form of universal repair kits that are rarer iirc. The damage system makes the “on the road, always moving from place to place” feeling better imo.

Kolanaki,
@Kolanaki@yiffit.net avatar

You don’t have anywhere to start hoarding stuff

There’s actually a small bunker hella close to Goodsprings that has a safe storage container in it. I hoard my shit there until I have a real home.

setsneedtofeed, (edited )
@setsneedtofeed@lemmy.world avatar

I can’t think of any time I enjoyed weapon degradation systems. I’ve been able to tolerate some, but usually because the degradation happens so slowly that the system is basically moot.

My problem is how blatantly the hand of game designer feels in these systems. “No, you can’t just be powerful all the time!” the system says by forcing a resource sink into the game in a very annoying and disruptive way. These systems often encourage obsessive searching of common enemies if the weapons are repaired by combining them with enemy weapons.

There are easier resource sinks in the way of ammo or consumables. Even for melee weapons, in scifi they can still need power packs or in fantasy some whatever magical gem blah blah that acts as ammo. If a weapon is so common like a wooden club that it seems illogical to need some kind of magic ammo, then I posit that shouldn’t have degradation. What is the point of a club that breaks after five hits if those wooden clubs are laying around everywhere? It’s just annoying business to pick them up.

Taako_Tuesday,

Minecraft is pretty good with tool and weapon durability. The game’s progression is built around getting tools that last longer, and the ones that break quickly are easy to replace. Repairing is fast, and pretty cheap for the first few repairs. By the time you have things that you want to never break, you’ve probably been able to find a Mending book or 2, so that they last forever

Please_Do_Not,

I still hated it, but RDR2 had a decent weapon maintenance/damage system. Most of it gets done in downtime between missions, but it’s also possible to just pick up others’ weapons as often as you need depending on how you play.

That’s probably why and when it works, when it encourages you to choose between 2 different styles of play: hunt down top tier weapons and then spend time/strategy keeping them maintained, or rip through missions aggressively and pick up everything you can.

I pretty much always have more fun when weapons don’t degrade, and I am so far from a grinder that I am 100% down for unlimited ammo and overpowered weapons, but I think weapons breaking can work if replacements are super easily found and increase in quality as the game progresses, or if repairs are pretty much optional depending on how you play.

Lemminary,

I really like this mechanic on paper but in practice it makes games miserable. What I’ve found that I want is to earn my weapons and I want those weapons to stay exactly the same forever unless I upgrade them.

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