it was a constant problem in MO that items could not be reworked. sure you loot a decent sword but maybe you've got axe skill so its of no use to you. some way to recover the raw materials in the item so it could be reforged into something you'd use would make all items valuable. it could be at a low rate even but it would give used items purpose.
on top of this, it shouldnt be possible to 'destroy' items as it is in MO1. instead it should be possible to drop items, where they will pool in a lootbag on the ground, waiting for the normal lootbag timeout to disappear. perhaps doing so within towns would be excessive so instead towns would have all dropped items go to a trash heap where they decay for the lootbag timer until gone.
this removes the problem of grief-destroying where if you know you're facing death, you'd just destroy items to prevent your attackers from gaining them. Also this prevents attackers from destroying items they cant take with them like heavy ores. perhaps new tactics would evolve where you would drop something valuable to distract attackers while you make a getaway. perhaps you could drop something where they dont see you so you can circle back to pick it up later. Also this fixes the issue of accidently being over-burdened when combat starts and being unable to destroy items to get under your max carry weight.
damaged items should be repairable, reducing their maximum durability but bringing them back up to their original damage/protection numbers. this would not be free but would require some of the same type of materials the item was crafted with.
items/materials would always have some salvage value, and may end up in circulation longer than they would have previously. As a result, material generation rates may need to be reduced to compensate. this kind of balance cannot be neglected.
-barcode
on top of this, it shouldnt be possible to 'destroy' items as it is in MO1. instead it should be possible to drop items, where they will pool in a lootbag on the ground, waiting for the normal lootbag timeout to disappear. perhaps doing so within towns would be excessive so instead towns would have all dropped items go to a trash heap where they decay for the lootbag timer until gone.
this removes the problem of grief-destroying where if you know you're facing death, you'd just destroy items to prevent your attackers from gaining them. Also this prevents attackers from destroying items they cant take with them like heavy ores. perhaps new tactics would evolve where you would drop something valuable to distract attackers while you make a getaway. perhaps you could drop something where they dont see you so you can circle back to pick it up later. Also this fixes the issue of accidently being over-burdened when combat starts and being unable to destroy items to get under your max carry weight.
damaged items should be repairable, reducing their maximum durability but bringing them back up to their original damage/protection numbers. this would not be free but would require some of the same type of materials the item was crafted with.
items/materials would always have some salvage value, and may end up in circulation longer than they would have previously. As a result, material generation rates may need to be reduced to compensate. this kind of balance cannot be neglected.
-barcode