lol. I understand the sentiment, though in all fairness folks have every reason to be particular about how economic models with durability are handled. It can range from being a small thing in the background to being something you have to be very aware of most of the time. Depending on ones personal preferences, that is the difference between enjoying all of the rest of the stuff or having the rest of the stuff ruined. We don't take that lightly.
To use another food analogy, if you like peas, the more the merrier, and you might even miss them when they aren't in a certain dish. Alternatively if you don't like peas, its not that big of a deal if they are just a small portion in one corner of the plate. But if they are mixed in to everything on the plate, you get some in every bite, and that can ruin the whole meal.
Ultimately, since everyone has different tastes, it's about us making a certain kind of dish for a certain kind of consumer.
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Anyway, it's interesting to have these conversations about whether there should be any form of durability, or whether things should break or not. It's mostly to gauge community mindset on the issue. In truth the question was settled months ago in July. It was important to us that we were up front about how we were going to handle an issue that had such controversy in the past. As some folks want it one way, and other folks another way. That is why it plainly states in the
initial indiegogo campaign "Durability: Items will not break, but will need to be repaired (at less resource cost than what it was to make)."
Is it possible there will be some change to that? Sure, to some degree. But most likely it would be in small ways, not likely to the degree of the one extreme of getting rid of durability entirely or the other extreme of having gear perma-break.