we DO NOT NEED durability to have an economy.
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because for a VERY LARGE portion of the old community having or not having durability will make... or break.... the game for them.
There is almost always an economy of some sort. A game certainly doesn't need durability in particular to have one, there are many ways to go. That is what I have been talking about in this thread. That there are many options, a games developers must choose the right style of economic model for the game they are looking to make.
Sinks can come in many forms. Gain loss ration can be made to a be something the player thinks about a lot, or a little, depending on the system. Etc. Again, the developer must choose what is best for the type of game they are looking to make.
For what it's worth, I don't believe the big community schism was over whether gear needed to be repaired. I believe the big controversial issue of the community was whether or not items decay and/or break. The controversy was over the amount of time required to spend crafting and in markets.
We are very aware that among the community there are different preferences on which way we go. Ultimately the choice we make is based what we feel will best represent a cohesive, unified vision that Grummz has set out for the game. No game will please everybody, but if a developer doesn't stick to a clear direction then youre likely to end up with a game that barely pleases anybody.
this is a bit disheartening, hopefully the decay will be very slow and NOT linked to deaths.
Let me be clear. For Em-8ER the teams plan is to put in just "durability", which means that the weapons and gear will need resources for repairs to stay in good shape. It's not "decay", as your weapons and gear will never get to the point where they permanently break. This is not like the old FF systems of patch 6.0 to 9.0 where items would decay to the point where they inevitably, and permanently break. This is not like EVE online where items permanently break on player death. This is not a system where your weapons and gear permanently break at all. They simply need repairs. Whether or not the gear takes a larger durability hit in death is still to be decided, but either way the items are not going to permanently break.
However, the buildings and defenses we make in bases can be destroyed. And vehicles will likely be able to be destroyed as well. Those are consumables of a fashion. And consumables of other types may or may not end up playing a larger role in the system as well, for that we will see. We have never announced "no consumables", we have only announced the basics of primary gear,bases and vehicles.