- Item durability loss occurs on death.
- Item decay does not destroy items, but it acts as an materials sink.
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory. – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.
- There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it. – Steven Sharif
- Over-enchanting carries the risk of destroying that item, rendering it useless for use temporarily.
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.
- A portion of resources and materials are lost when caravans or nodes are destroyed.
- Corrupted players who die can lose gear.
- Item durability (item decay) does not destroy items, but it acts as a materials sink. Zero percent durability will unequip an item, increasing its repair costs.
An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..
The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide. – Steven Sharif
- 0% durability will unequip items, increasing its repair cost.
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.
- There may be additional constraints for repairing "very unique items", such as having a crafter and recipe to effectuate repairs. This is subject to testing.
- There is no limit to the number of times an item can be repaired.
- There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team. – Steven Sharif
- There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items. – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.
- Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows. – Steven Sharif
- Item deconstruction will not be a meaningful way of circumventing restrictions on transit of resources and materials.
- Interview, July 29, 2020 (16:46).
- Podcast, 2017-05-13 (25:55).
- Interview, February 7, 2021 (13:14).
- Podcast, May 5, 2017 (43:05).
- Livestream, August 28, 2020 (2:05:07).
- Podcast, September 29, 2021 (32:35).
- Interview, July 19, 2020 (51:11).
- Livestream, May 28, 2021 (1:53:04).
- Interview, July 29, 2020 (15:04).
- Livestream, May 5, 2017 (20:41).
- Livestream, May 10, 2017 (10:47).
- Livestream, May 8, 2017 (20:41).
- Interview, July 30, 2020 (16:17).
- Interview, July 18, 2020 (55:01).
- Livestream, September 30, 2020 (1:01:45).
- Livestream, May 28, 2021 (1:04:29).
- Livestream, July 30, 2021 (1:16:05).