- Item durability (item decay). Zero percent durability will unequip an item, increasing its repair costs.
- Over-enchanting carries the risk of destroying that item.
- 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.
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..
- Item durability loss occurs on death.
- Over enchanting an item comes with the risk of durability loss.
- Zero percent durability will unequip an item, increasing its repair costs.
- Base materials are required in order to repair decayed items.
The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy. – Steven Sharif
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
- Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.
- Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.
The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region. – Steven Sharif
- Livestream, 8 May 2017 (20:41).
- Livestream, 5 May 2017 (10:47).
- Podcast, 13 May 2017 (25:55).
- Interview, 18 July 2020 (55:01).
- Interview, 29 July 2020 (16:46).
- Podcast, 5 May 2017 (43:05).
- Livestream, 28 August 2020 (2:05:07).
- Interview, 29 July 2020 (15:04).
- Livestream, 5 May 2017 (20:41).
- Interview, 19 July 2020 (51:11).
- Livestream, 15 May 2017 (45:20).
- Livestream, 15 December 2017 (1:04:25).
- Interview, 15 April 2019 (26:59).
- Interview, 15 April 2019 (28:28).