The Legendary Game Mechanic No One Likes
Vložit
- čas přidán 20. 04. 2024
- - Socials -
🐦Twitter (or X lmao): / xayxayyt
-Specific Credits to-
► Me, for editing this video!
► timeforcrime, for making the Yae Miko Minecraft skin I use!
www.planetminecraft.com/skin/...
► donswanick, TheFlyingFire and samuelzinjgs for their Super Thanks!
► @skyboimc for lending their beautiful voice!
► Sumes Music for creating a beautiful cover of Faruzan’s theme, which I use as my outro music!
• Faruzan's Theme But It...
-Support me! -
► Epidemic Sounds (referral): share.epidemicsound.com/712v0q
► Support the channel through Super Thanks and Memberships!
-Sources-
"Latest Zelda's making process & "Ocarina of Time" proposal disclosed (Nintendo Eiji Aonuma x SQEX Jin Fujisawa) (interview)". DenfaminicoGamer. June 9, 2017.
news.denfaminicogamer.jp/engl...
Peacock, David K. (September 1984). "Exodus: Ultima III For Commodore 64". Compute!. p. 106. Retrieved 30 October 2013.
archive.org/details/1984-09-c...
Durkee, David (Nov-Dec 1983). "Exodus: Ultima III". Softline. pp. 16-17. Retrieved 29 July 2014.
www.cgwmuseum.org/galleries/i...
Fallout 3 - All Weapons Jamming Animations Showcase (All DLCs Included)
• Fallout 3 - All Weapon... (By tZveig)
Far Cry 2 - All Weapons Jamming Animations
• Far Cry 2 - All Weapon... (By tZveig)
Spongebob (Season 1 Episode 6B) - “Pickles”
Infiniminer Lava Run
• Infiniminer Lava Run (By betasword)
Davies, Marsh (10 November 2012). "Blockbuster - The Making of Minecraft". PC Gamer. Future plc.
www.pcgamer.com/the-making-of...
Breath of the Wild - Not Enough Zelda
• Breath of the Wild - N... (By Joseph Anderson)
A Wife Put Drain Cleaner In Husband's Coffee. This Is What Happened To His Stomach.
• A Wife Put Drain Clean... (By Chubbyemu)
Hazbin Hotel (Season 1 Episode 4) - Masquerade
The Greatest Worst Zelda Game Ever Created.
• The Greatest Worst Zel... (By Manley Reviews)
USA Anthem but it has gunshots, eagles sounds, and patriotism
• USA Anthem but it has ... (By frog)
Animal Crossing: New Horizons - Island Life is Calling! - Nintendo Switch
• Animal Crossing: New H... (By Nintendo of America)
FULL Tool Durability Analysis [ACNH]
• FULL Tool Durability A... (By TheTozotube)
Terraria Logo Maker
terraria-logo-maker.darthmorf...
The Stupid World of Portable Crash Bandicoot Games - Caddicarus
• The Stupid World of Po... (By Caddicarus)
-Music-
Pokémon RSE - Heavy Rainfall (Zame Remix) • HEAVY RAINFALL: Remast...
Terraria - Rain
Minecraft - Mellohi
The Legend of Zelda: Tears of the Kingdom - Demon King Ganondorf
Persona 4 - New Days
DOOM Eternal - The Only Thing They Fear Is You
Terraria - Underground Desert
Undertale - Uwa!! So Temperate♫
The Legend of Zelda: The Wind Waker - Dragon Roost Island
Animal Crossing - Title Theme
Animal Crossing - Mr Resetti
Undertale - But the Earth Refused to Die
The Legend of Zelda: Ocarina of Time - Gerudo Valley
Sonic Mania: Egg Reverie Zone
Pokémon RSE - Mt. Pyre Exterior (Zame and Mudstep Remix) • Mt. Pyre Exterior: Rem...
Minecraft - Beginning 2
Minecraft - Minecraft
Doki Doki Literature Club! - Dreams Of Love and Literature
Terraria - Goblin Army
Conker’s Bad Fur Day - Windy • Conker's Bad Fur Day -... (Restored by Elite’s Symphonies)
Persona 5 - Suspicion
Pokémon BD&SP - Champion Cynthia’s Theme
Legend of Zelda - Chill Fairy Fountain [Mikel Lofi Remix] • Zelda & Chill ▸ Fairy ...
The Legend of Zelda: Breath of the Wild - Monk Maz Koshia
The Legend of Zelda: The Wind Waker - Demo [Nintendo Spaceworld 2001]
The Legend of Zelda: Breath of the Wild - Guardian Battle
The Legend of Zelda: A Link to the Past - The Dark World
Minecraft - Pigstep
The Legend of Zelda: Twilight Princess - Midna’s Lament
Sonic & Knuckles - Doomsday Zone
The Legend of Zelda: Twilight Princess - Malo Mart
Super Mario RPG - Fight Against an Armed Boss
Overwatch - Victory
Persona 4 - Reasoning
Persona 3 - During the Test
OcularNebula - Stay Inside Me • Stay Inside Me
Undertale - An Ending
Super Mario RPG - Beware the Forest's Mushrooms
Super Mario RPG - Hello Happy Kingdom
yo suzuki akisai - Carmen Prelude
Undertale - Hotel
Undertale - It's Raining Somewhere Else
Terraria - Overworld Day
Lethal Company - Boombox 5
Lethal Company - Main Menu
Terraria - Title Screen
The Elder Scrolls IV: Oblivion - Harvest Dawn
The Legend of Zelda: Ocarina of Time - Song of Storms
The Legend of Zelda: Spirit Tracks - In The Fields
Persona 5 - Life Goes On
Persona 5 - Sunset Bridge
Genshin Impact - Faruzan's Theme But It's CITY POP • Faruzan's Theme But It... (By Sumes Music)
-Viktor, Arcane (Season 1 Episode 2)-
"When you’re going to change the world, don’t ask for permission.” - Hry
What're your thoughts on durability?
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. :)
It sucks
🤢🤢🤢🤢🤢🤢🤢🤢🤢 never say that again 🤢🤢🤢🤢🤢🤢🤢
absolutely necessary for armor, works for tools too ig (gives gold tools a niche which i like)
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.
shit.
I like durability, I just hate minecraft's garbage "too expensive" "let's make this cost 500 levels to repair" repair system
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
@@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
@@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.
@@neonorangestrawberrybrenne7031
you straight up lose the ability to repair after a certain point. theres a reason mending is considered "op"
I wouldn’t mind repairing my tools if it didn’t cost xp.
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).
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.
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.
This is basically what Tinkers Construct does, infact having no xp cost for repair
I think that diamond or netherite should just be unbreakable. That would be nice
There are mods that do that and I love them. Playing sky factory 4 right now as a matter of fact.
"Without durbility, the game becomes less realistic"
AND???
Which is hilarious, because tools take YEARS of constant use to break IRL.
@@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.
with totally excessive wear and tear, the game becomes even less realistic
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
You can literally fall from god-knows-how-much kilometers and survive just because you fell in water, yet removing a mechanic such as durability is making the game unrealistic? What is that mindset lmao.
4:26
"Until One fateful day in 2001 when durability boarded a plane. Everyone's lives were about to change."
Me: *sweats*
september is a banger month, there's a song about it
legit was expecting a 9/11 joke lol, they got us in the first half not gonna lie
@@hagridthetable do you remebah
they really added durability to the twin towers
they were testing the durability of steel beams that day
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
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
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.
@@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...
It is not the fault of the durability system, but the lack of alternative options
@@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"
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
It also does enchantments better too, overall TiCon is a shining example of durability done right.
tcon has a massive balancing issue when it comes to the weapons though
@@marquiseh5128 wdym?
@@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)
@@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.
You almost gave me a heart attack once durability bordered a plane in 2001
On september..
"oh hey look, gold armor! it must be good right?"
1 minute later
gold armor: *screams in durability*
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.
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.
@@deringjosuegarcia1531 golden hoes are justified by flex
@@arthurdavicastroferreira2100 yeah but you suddenly have diamond armor having great durability
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.
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.
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.
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
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.
@@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
@@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.
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.
A good example of durability is the long dark
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
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
@@firegaltw.steller4717 your pfp matches you lolol
@@splurge0011 yup 😂
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.
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.
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.
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
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.
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)
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.
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.
Props for making Netherite actually worth it
@@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!)
@fgvcosmic6752 bruh Netherite has always been worth getting, since it's the best gear
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.
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.
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
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.
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).
That is what happens in grounded and repairing is really cheap.
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.
how many times has "durability" being said?
yes
170 times according to my script
@@XayXayYT my voice would run out of durability before i could say "durabillity" that many times
@@Deftempura Wow you're still using stone voice? I am currently using the Iron one. Skill issues man.
@@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
@@XayXayYT I love you GayGay
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
Mending and unit repair are two bad solutions to a terrible problem caused by the durability mechanism
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.
"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.
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.
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.
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).
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.
Morrowind mentioned :)
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.
@@darkprinc979 That's right, Armorer skill 75-100 allows repair up to 125% in Oblivion, and it boosts weapon or armor stats :D
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
I'm confused? What would that do?
Broken tools not disappearing will certainly help, but then the durability mechanism basically simply forces you to do more grinding
@@shellpoptheepicswordmaster755 You'll have to do more grinding and regularly stop what you're doing to repair the damaged tools
@@user-ej7sr3ow8b Nah just a cheap repair while keeping all the enchantment won't be any grind.
@@TheHeavieKiwie If you mean Minecraft, what do you think about the increasing repair cost and the annoying "too expensive"?
4:38 Plane flying without retracting the wheels >:^)
I was hoping noone would notice that... 💀
Happens more often than you may think
Plot twist: the plane is actually hovering in place, just the clouds are moving backwards
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.
So true, also if you die in the game you die in real life.
Thanks for the kind donation!
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 (
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!"
For 1, you could alternatively deduct durability based on the hardness of the block broken, and have the tools increase in durability faster.
Ya know I never thought about it but I guess Netherrack is a soft substance.
I like how Valheim does it. Nothing ever permanently breaks, and every thing is free to repair at the correct workbench
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.
"We must remove durability."
Curse of binding: 💀
Edit: Hate to be that person, but this is the most likes I've ever gotten.
Eh, just remove the Curses too. They don't add anything of value to the game.
@@matthewr6148 it's funny, it has multiplayer troll potential, and it always good to have for advnture maps
found a helmet once with both curse of binding and mending lollll
@@Scoitol then remove them from survival
@@nubidubi23 use a grindstone 🤓
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.
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.
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
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.
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...
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.
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
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
Ngl, durability in horror games makes so much sense. It adds to the experience. But in many games it’s not necessary
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
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.
I love comments that have so many layers of irony that you can't discern how serious the poster meant it to be
Not if I grab god's balls and fuse them together before absorbing it.
@@kenthartig7065 I can’t even discern how serious the poster is meant to be… I am the poster
@@nutsi3 Schrodinger's sincerity
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.
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.
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.
@@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
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.
THAT PLANE WAS UNCALLED FOR 💀
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.
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
Freaking insane video you did such a great job with this one
100 percent worth the wait
I enjoyed every second of it
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.
Durability is a toxic relationship
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
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.
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
2:32 I really expected a 9/11 meme
this video is so great and informative!!!
I love your videos so much I'm so happy that you're back!
He was never gone?
@@spire6_Yeah no video in a month
@@LimeSlimeee he posts monthly
The framing of this video is super cool and shows how much research and effort you put into these video!
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!
This was amazing. Well done. Send to game devs everywhere
AT 1:40 IMMEDIATELY NOTICED THAT SAID "HENTAI" AND STARTED BAWLING
NAHHHHHH
@@ProJohnson xay never changes.
@@blood-water for hot he was a fembo-
your story telling is so creative and awesome i love it ❤
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.
6:35 NOT THE FIRE IN THE HOLE 😭😭
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
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
@@Eddie-yv1ix doom eternal ain’t a great example because it forces you to
This is the Best Video i have seen all month congrats!🥰
Never before had I felt a 30 minute video pass like 10 min. Totally 10/10. What an amazing job.
i've been playing a modpack with friends, and someone suggested adding tetra, since tinker's wasn't available for 1.20+
compared to vanilla minecraft, i actually kinda like its durability system, where you can use resources to fix your tools, without it becoming increasingly expensive like with an anvil
the best part is, the materials you need in order to fix it cycle between the materials your tool is made out of
when i was leaving the stone age, i felt comfortable using my iron pick because i knew i wouldn't permanently lose it if it ever broke
it's now netherite, and i'm comfortable using it because it takes a while before i have to go find more to fix it
it's worth mentioning mending doesn't work on tetra tools
also i just realized your skin is yae miko and thats pog
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.
Durability is a challenge to be overcome, but overcoming it has to be fun or interesting to be worth the players time.
Bro got a whole ahh backstory
Love video keep up with the content❤❤❤
There is the meme of the game MC dying and enemies looting them for 501 potions. If something is free to consume at any time, then you should be able to do any part without them it bc you might have used them all (and saved). Durability basically makes everything a consumable; any situation is a potential softlock. Playing a game essentially riddled with softlocks, even if you never get locked, feels bad in the equal but opposite way that finishing a game having never used -cheats- consumables feels good.
Awesome editing style, was laughing the whole time XD
Honestly I think Durability is good when done like in three houses where you can repair it even at zero durability
I don't know if this qualifies as a durabilty system, but I love Monster Hunter's sharpness system (or at least how it's done in World)
When you hit enemies with melee weapons, they start to lose sharpness; with the loss depending on whether you hit a "hard" part, or a "soft" part. Now, losing sharpness doesn't prevent you from using the weapons; but it makes it so that you deal less damage per hit, and increases the chance of your weapon "bouncing off" when you hit a hard part, basically interrupting any combo you were doing, and staggering you for a moment
To replenish your weapon's sharpness, you can use the sharpening stone; which replenishes your weapon to full sharpness, and has unlimited uses... but it forces you to stand still while sharpening; and it takes a while. But, to mitigate this, you can either use some consumables that sharpen your weapons basically instantly, or use specific gear that either makes sharpness deplete slower, or makes you sharpen your weapons faster
So, instead of basically discouraging you from fighting, it makes you think about how you prepare for a mission (either by getting some of the "quick sharpen" consumables that also take up inventory space, or sacrificing skills from other gear to use things that give you extra sharpness or faster sharpening); and also keeps you on edge during combat, trying to see if your weapon is still sharp enough to be effective against the specific monster you're fighting; and if it's not, trying to get a window to risk sharpening it, leaving you as a sitting duck for a moment, in exchange for getting back your damage
Love ur content so much man
Glad you do! There's more to come.
Bruh tools breaking used to be one of the most terrifying jumpscares when mining at 3am as a lil kid😂
I love your video's there really well made looking forward to more minecraft and terraria video's
the best uses of durability i've seen are either to restrict another mechanic from getting abused (like a vein miner mod in minecraft) or having a very strong weapon with limited uses (like Robin's levin sword in smash bros)
Levin Sword in nearly all Fire Emblem games*
Except Robin sucks in smash and Levin without durability wouldn't even make Robin significantly better. Its just a reference to the FE games and one that can be lived without.
@@Direblade11
Three range Levin Sword+ in Three Houses go brrrrrrrrrr
Durability is one of the reasons I prefer Terraria over Minecraft.
Amazing video, by the way!
EDIT: I wanted to add a little bit more. Some of the parts of this vid got me laughing, like the demonstration of the "skillful gameplay", but the stuff which was meant to be serious was really well explained, such as what's artifificial difficulty.
It really sucks when I have to bring 8 stone pickaxes and 1 iron one when I'm going to mine diamonds on a relatively new world.
This is such a great video. Subscribed!!!
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,
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
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
Creative topic and well executed video. Good job
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
10:32 durability was so oppressive, providing more pressure than an Asian dad during finals. 😂😂😂 that’s saying something btw
Weapon durability are also in basically every beat 'em up with weapons you can pick up, like Double Dragon, Streets of Rage, and Sifu. I haven't actually heard anyone complain about durability in these kinds of games.
I think that's because the durability in those games mostly (from what I remember) makes sense, as temporary weapons.
But when a (according to the game) well-made weapon, or tool shatters sfter having been used between 10-50 times, there's something rotten in the state of Denmark! ;)
@@RannonSi They don't really make any real life sense. I mean, a metal pipe or won't just break after a few hits. They do make gameplay sense though as they're treated as a temporary power up.
But while most things are unrealistically fragile in most durability systems, the mechanic itself is neither good nor bad, it's just a matter of how it's implemented.
@@Runegrem I'd forgotten about those, I mostly remember things like chairs, 2 by 2 (or 2 by 4?) and maybe bats.
11:00 as someone who has 2 stacks of useless diamonds, i certainly do this
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.
6:35 FIRE IN THE HOOOOOOOOOOOOOOOOOOOLE
I really like Valheims durability system, it strikes a healthy middle ground that doesnt feel to punishing or lenient. Tools never just break and can be repaired freely with a good enough crafting bench, it doesnt feel like it breaks the flow of the game anymore than it should, it feels reasonable when your shield and sword need some repairs when you've been fighting trolls all day or that you'd need to repair your axe after clearcutting a small section of forrest and you can do so quickly and conveniently by setting up an outpost/teleporter network that gives you quick access to a workbench forcing you to engage with the mostly delightful building system more.
Durability is just an MP system for basic actions, except sometimes it lacks an equivalent to an MP potion to restore it.
I like durability personally, it gives an extra incentive to keep exploring the world
Durability is the main reason why I always use stone pickaxes while carrying iron one only for ores. It's just not worth it, iron has so many more uses that it feels like waste using it on something as basic as mining stone. I HATE IT.
I also hate it in the Witcher 3, but at least here it wasn't as much of a problem, I just had to pause during a fight and do inventory management. The only thing it did was breaking the flow and making me do boring and useless task
I also agree that durability is a a completely trash and is just bad overall.
But that doesn’t mean it can’t be good but if they do add a durability system to their game they should add a way to make weapons unbreakable wether it’s by upgrading them, ecchanting or enhancing them, or whatever the case
I personally believe durability shouldn’t really be in games because it’s bad but if they do add it I think they should add a way to make your weapons unbreakable.
11:31 this is the first time I hear or see someone mention blockheads. What a legendary game back in the day!
the in-minecraft editing is hella impressive and intresting man
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.
I think the main problem with durability is that it depletes too quickly. For example, in games like Dark Souls, durability works really well because tools last really long and durability is basically an afterthought.
If a good implementation of a mechanic is for it to not meaningfully affect the game, then why add it in the first place?
Holy shit the writing in this one was good. Easily your most informative and humorous yet!
I feel a good example of durability actually working is in Subnautica with batteries and powercells. The charge/durability of your tools limits your exploration greatly (most notably for the seaglide and seamoth, though the other tools losing charge effects this too), but as you do explore you gain access to upgrades that don't solve the range issue, but help expand your capabilities. Once you get the battery charger you don't have to constantly build or find batteries anymore, but you do still have to charge them at a base that you have to set up and build with reliably power. The limitation is still there but you've made it easier, and that's rewarding. It also pressures decisions on where you will explore and what you'll try to do before returning to base to recharge, making those trips feel more purposeful and planned. I feel the limitation of battery capacity and the promise of being able to improve but not solve it encourages the palyer to go out despite those limitations in order to improve what they can do.
Minecraft on the other hand has no (reasonable) way to repair broken tools (equivalent of charging or replacing dead batteries) until you get mending which solves the problem instantly so you don't have to worry about the mechanics ever again. Durability in Minecraft doesn't tie into the exploration and mining aspects of the game as anything other than a hinderance since for cheaper pickaxes it's just a meaningless walk to a crafting table and barely any resources, and for diamond gear you just don't use it until you have mending.
00:01 It's a very instant it broke. I paused and audibly sighed. -Faye ⚓
Durability should only exist for low tier weapons. Like is a netherite puckaxe breaking from stone really believeable?
It's absolutely believable. Every tool I've used for manufacturing, such as a sawblade or milling machine bit, wears out well before breaking 1000 cubic meters.
@@henryfleischer404 Can your tools survive lava? Yeah, though so
and then when you have your diamond armor and your diamond pick you never need to go in a mine ever again
@Scoitol so? Idk man I feel like when you get to a point you get top notch gear that is something that should happen?
@@theodoreavdikos9804 Depends on the lava, and the tool. But in theory most iron tools should not melt, although their temper would be ruined. My favorite part of a tool, a TIG welding electrode, would be fine in lava.
It's been a while since I've been in a metal shop, for the last 4 years I've been learning 3D modeling and programming.
One of the reasons I can't really play without mods is that there are so much more interesting options in the various tool and tech mods out there that either minimize or eliminate the durability problem. Powered tools can usually be fed via coal, Tinker's and Silent's tools can be repaired with materials and be made of more durable alloys and things, and some mods can transform gathering entirely with blocks and entities that can help or do it for you (so many Create options).
Dude the larger/more interesting tool progression system is what I've been saying we need this whole time
Minecraft's durability is a good concept, I feel like we need durability in Minecraft. But it's execution overall hurts the experience.
Yeah like what is Minecraft progression other then getting better at getting the materials you need to replace your stuff.
Ok, consider me baited to defend durability mechanic for a bit. Firstly, you kinda missed the point of its gameplay challenge entirely. Durability is not an _action_ challenge, it's a _management_ challenge. The idea is to make the player to care for their and resources, making them figure the most optimal way to take care of things. This is a challenge in itself, it's just not intuitive when you don't play management games. I'm not saying this is usually done greatly and can't be replaced, but it can certainly be a very core and fun experience if you are into management gameplay. Pacific drive does it pretty well although I didn't play it for long.
Secondly, the case of a game massively benefiting from durability system would be any pvp centered game similar to Rust. My most familiar experience is V Rising where on death you lose durability of your gear and drop some resource. While this is annoying this is a very important part of the balancing when doing pvp engagements with other players making losing side pay for the losses and be pushed away from not having resources for repairs.
Lastly, one of notch's previous games, Wyrm online, has a very fluid repair/durability system which works really well integrated into overall item mechanics of that game.
That said, I do agree most games do durability kinda wrong, especially BotW does it egregiously terrible.
The problem with management is that it just leads to hoarding issues by making everything a consumable. Players don't find it hard to manage, they find it tedious. And it's not why they play the game.
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.
The inventory full of stone pics is way to relatable doing large scale projects.
1:40 as a Japanese learner I see what you did there
Durability sucks