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Prove this wrong. Protip: you can't.

>Losing gear = crafting
>Crafting = income / value
>Reward = grouping and danger
It would be really simple tossing some previous dungeon bosses (that obviously don't get utilized) into the land, tuning their HP and damage for X party members, and plausibly making them capturable for a circular tug of war. The crafting mats and bosses (that also drop mats) are placed in a single zone until it's full and/or depleted (then in an adjacent zone), and the players come together and push each other around the map until they get a bunch of bosses to a city.

>but it would be camped
It can't be camped if the next boss spawns semi-randomly in another zone.

>but flying
Fuck flying.

>but just bring over raid / PvP gear
Reading comprehension. That would completely undermine the design.

>but it's tedious
And doing nothing in a garrison isn't? Getting cool affixes and being OP as fug isn't super fun?
>>
>>337698589
a lot of this
>>
Equipment durability has never been a fun mechanic in any game
>>
>>337698192
>>Losing gear = crafting

why lol

gear is a means to a end

why would you run the treadmill if its not fun?
>>
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>>337698873
>implications
>>
>>337700450
Because having to grind and spend effort to get mid tier gear becomes chore just to have access to the main features of the game is fun.

Imagine if WoW had this. Wipes and deaths are common and if players had to grind truck loads of gear just to access content, that wouldn't be fun.

I understand the point made, but why create another unnecessary treadmill?
>>
>>337698962
Gear is a means to more gear? Ordinarily. What's fun is consequence and anticipation.

>Why would you run the treadmill if it's not fun?
Running the gear treadmill being fun has to do with the gameplay, not necessarily the gear (which just provides a reason to be playing).


>just to have access to the main features of the game
It seems like this is suggesting instanced content and iPvP, and it doesn't.

So, maybe get back on topic?
>>
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>>337700450
Guess what, losing durability in those sandbox games is always awful and nobody likes it, hence why every game that has weapon durability tends to have a way to keep it repaired at full. Name 3 games in which permanent weapon degradation makes for a fun mechanic
>>
>>337702647
Arma / DayZ / WL

EVE

That's sorta 3.
Thread replies: 10
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