Player Consequences: Item Decay, No Way
Filed under: World of Warcraft, EVE Online, EverQuest, Economy, Game mechanics, PvP, Warhammer Online, Opinion, Player Consequences

I continued to hack and slash the isometric sprites until I noticed they were starting hit a lot harder. Thinking it was time to repair I checked my inventory and was greeted with the sight of a naked me! Unlike its MMO cousin, the first Diablo actually destroyed armor when its durability reached zero. I felt somewhat sheepish about it, but then I had a funny thought. Could you imagine if World of Warcraft followed the same design? Raiding would take a lot longer as people constantly left to repair after every two or three deaths. Tanks would be even rarer since they would have a much higher chance of losing items. The problems with that scenario quickly mount up and it's easy to see why Blizzard changed the durability system slightly when putting it into MMO form. That's not to say you will never find item decay in a MMO, especially if you explore some of the less mainstream games.
There have been very few games in the MMO genre that straight out destroyed items due to decay or durability loss. Since there is such a large time investment in obtaining most end game items, it's a very unpopular game mechanic. Sometimes a player may be required to retrieve their body back after death, but their items are generally safe. Even early games like EverQuest, which followed a strict risk vs. reward system, had back doors for protecting against permanent item loss. If a raid wiped and couldn't clear back to their bodies, they used rogues or invisibility spells to reclaim their items. There were even options in worst-case scenarios where a powerful mob was corpse camping the entire raid. Guilds simply spent a large amount of money on spell ingredients so that a necromancer could summon the lost bodies. The developers for EverQuest may have been hardcore, but they weren't stupid.
After all, Ultima Online had released only about a year earlier and it had run into a ton of problems by allowing players to lose their items. Items were much less important in Ultima Online's combat system, but players still put effort into obtaining them. There was a lot of bad feelings over the decision to let player killers loot their victims since they were known for using exploits to win. Ultima Online started losing customers very rapidly because of this design flaw and the developers were forced to introduce a non-PvP realm. A large portion of the playerbase then simply migrated to the new realm and left the hardcore killers behind. Despite losing many of its subscribers to EverQuest and Asheron's Call it's important to note that Ultima Online has had a huge influence on PvP based MMO design.
This influence can even be seen in the modern EVE Online, which is probably the most hardcore PvP MMO on the market at the moment. EVE Online allows you to loot cargo and scrap metal from any ships you manage to destroy. Since these ships can be worth quite a large sum of money it has become standard practice to fly only what you can afford to lose. You would think such a harsh ruleset would have the same problems Ultima Online ran into, but CCP has modified the design a bit. Large stretches of the universe in EVE Online is actually guarded by NPCs that prevent player killing. If players want a chance to mine better resources then they have to venture into zero security space. The game allows the individual to make the decision to risk item loss for a chance at better rewards.
It's a very good design philosophy since it allows a large portion of the playerbase to enjoy the game without having to get directly involved in player combat. What's better is that the zero security space acts like a natural money sink and takes items out of the game. Since ships are mainly built by other players it also stimulates crafting and the economy. EVE Online has one of the most advanced MMO economies and was the first game to use a real economist as an advisor. It's been a smart decision for CCP since they've seen other MMOs try to copy their game design without understanding the theories behind it. Pirates of the Burning Sea was a similar PvP game which didn't properly reward players for participating in PvP combat. As a result, there was no real reason to risk item loss and the player economy started to flounder.
PvE based MMOs have a similar problem with their economies since they have nothing that takes items out of the game. It's because of this that they often seem to have weak crafting systems compared to PvP games. Developers simply cannot allow crafted items to match instance drops in quality or else they risk discouraging players. As a result crafting is either limited to making sub-par items or requiring rare materials from instances. There are a few exceptions though as developers have managed to sneak item loss into a couple crafting professions. Both alchemy and enchanting have a natural mechanic built directly into the profession that mimics item loss. These two professions are often the most popular to learn because there is always a demand for what they produce. I even believe the upcoming Warhammer will only have these two professions though EA Mythic might have different names for them.
As you can tell item decay or item loss isn't as bad a game mechanic as one might think. It would be hard to use it in a strictly PvE based MMO, but that is becoming a rarity nowadays. Most new games are including at least some form of PvP combat and that seems to be right place to use the item decay mechanic. Could you imagine if World of Warcraft had high quality, craftable armor that could only be used in PvP? Even better if the armor follow the original Diablo rules and was destroyed after its durability decayed. It would be a much better money sink for the game then 5,000 gold mounts and would probably encourage players to actually level up crafting skills. So before you automatically dismiss item decay just remember that it can serve an important purpose by attaching value to player made items. After all, it seems we only really treasure something when it can be lost.



















Reader Comments (Page 1 of 1)
Syme said on 4:05PM 7-10-2008
The possibility of losing gear in an MMO only works where there is the possibility of replacing it with the same thing. In the case of WoW, having gear destructible or lootable would mean that certain quest rewards would simply disappear. While there are players who would argue that this Damocletian sword would make the game much better, most players would simply find it aggravating to have to monitor their gear condition constantly or risk losing it permenantly.
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JL said on 5:55PM 7-10-2008
Nice article.
Play a bit more Diablo / D2 and I can see another article on the consequences of not being able to re-spec your talents :-)
arko said on 5:55PM 7-10-2008
Dungeons and Dragons Online has had item decay since its inception, with both durability and hardness, each encounter has a chance at doing damage which can be repaired, every time an item is repaired there is a chance that the damage will be permanent thus reducing durability. Items with reduced durability have a greater chance of getting permanent damage when repaired until eventually the item has zero durability and is forever broken.
Recently with changes to the death penalty system 2 changes were made
Bound items take damage but when repaired always return to max durability and have no chance for perm damage. Unbound items can be bound using crafting stations.
Also when a character dies items take a death damage penalty which can never cause perm damage but if you die enough times without repairing the item will be broken until repaired.
The system works and everyone repairs often as the more damage you have to repair the more likely you will have permamanent damage
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GabrielRunfeldt said on 6:08PM 7-10-2008
Having to constantly monitor the durability of your items to prevent having them destroy is a horrible game mechanic. Instead I'm more partial to making it so special PvP based items were destroyed when you were killed. Then you could tie crafting professions to these special PvP items and bam! better economy.
Say if flying combat in the upcoming Wrath of the Lich King required engineers to make gyrocopters. If you were shot down then it would be reasonable that the gyrocopter would be destroyed. Think about how you could encourage the engineering profession by having gyrocopters with different attacks and uses. To make things fair you could even limit their use to only the Lake Wintergrasp zone but make them cheaper to produce then the regular flying engineering mount.
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faded515 said on 10:08AM 7-11-2008
Why not allow crafted gear to be almost as good as epic/quest drops but the crafted gear has a damage value which only goes down.
Then epic/quest gear is hard to get while crafted gear is easier but the crafted gear keeps needing to be replaced which is something you don't need to worry about with epic/quest gear.
Crafters would still have worth, as would epic/quest drops. Plus crafted gear would be a money sink for PvE games.
I wish Vanguard would add a system like this.
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Calitri said on 7:46PM 7-13-2008
You never played Diablo? And you are working as Editor in a gaming mag???
There's something wrong there...
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GabrielRunfeldt said on 7:55PM 7-13-2008
I know it's scary. Truthfully though I've been playing MMO's almost exclusively since EverQuest came out. The Diablo series never billed itself as a MMO, but playing it now its easy to see how much of a influence it's had on World of Warcraft. I'd almost say its a precursor to modern MMOs like early text based MUDS.
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joel said on 6:36PM 7-15-2008
I dont see it as a bad thing to possibly lose items due to corpse rot.. and corpse runs werent that bad.. it put more weight on dieing and therefore put more excitement in the battle.. as for quest items, like in eq2, have an NPC that will sell you quest items if you have completed that quest. In eq2 he is there in case you sold the item some time in your toon's life and now want it back.. but the same idea would work for some item you quested for that you lost in battle. The whole way we play the game has changed because there is absolutely no consequences to dieing.. And users continue to argue for more, not wanting to de-level, they went to exp dept which is in my opinion, laughable. Imagine way back if your favorite arcade game gave you unlimited deaths rather than just 3, the high score wouldnt reflect skill, it would only reflect who had the most time to stand at the game. I think it would bring a little "fear" back into the game also.
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