For brevity, I'll forego quoting 15 posts.
I'm with
@Roland. I'm a big fan of item degradation. I would favor a system where, when you repair an item, it simply degrades in quality by 1 level. So your Q6 iron axe turns into a Q5 iron axe when you repair it. "Gah, that's such a severe loss to be occurring all the time!" I imagine some saying. Except you can still have fine control over how severe this is, by adjusting the durability. Some have said they don't want to have to replace their stuff every horde night, or every few days. And I wouldn't have it that way, either. I'd adjust durability as needed so that a Q6 item lasts for a reasonable amount of time with typical use.
Removing one of the installed mods that the item can no longer support because its quality is reduced
is an issue, but it's not an insurmountable one. In spite of
@Pegasus's claim, I don't think the game's ever had both degradation and mod slots determined by quality. Even if it did, we've seen a lot of changes since then. Significantly, a Q1 gun doesn't
suck the way it used to. I may be sad I don't have something better, but a Q1 pistol is still useful to me. So a Q6 item can last you a long time, even if only part of its lifetime is as Q6. And importantly, I would have a Q1 item stay a Q1 item after repair. So no worries about your weapon breaking beyond repair at a bad time, or ever. You could always repair it with a repair kit, as you can now. Then it wouldn't affect the early game at all, and it would play differently than 'delete all on death'.
Also, it doesn't have to be permanent degradation. Building on
@Adam the Waster and
@Morloc's points, you could use extra parts to improve the quality of an item (this could be gated). This could scratch an itch for people like me, that thought the workbench's combine feature was great but just needed fleshing out. It's also in line with the rest of the game, where higher quality items already require more parts to craft. In fact since degradation means using more resources overall, the extra parts required to craft higher quality items could be nerfed to compensate. That's something I'd like to see anyway, since it sucks to spend a skill point and price yourself out of being able to craft the item at all.
Advantages of this design:
- Makes what you can craft matter more. Because currently, if you find a high quality widget, you never have to worry about finding the schematic to make another one.
- Makes your tool crafting quality matter more. Because you would have a reason to learn to craft Q4 widgets, even after you'd looted a Q4 widget.
- Makes late game looting matter more. Because the need for replacements would be an incentive to keep looting & doing quests. Call it a burden or a loot treadmill if you want, but isn't the game better when there are more practical reasons to do quests over the whole course of your game?
- Makes finding duplicates matter more. Because currently, duplicates for high quality items are useless. You pawn them straight off to the trader, or you throw them in a chest if you're a hoarder.
- Makes durability more meaningful. Because currently, there's no thought involved once you're out of the early game and repair kits are plentiful. Repairing just means click a button, with no consequences.
- Potentially lessens the need for higher quality crafting to require more parts. Because you'd be using more parts to restore/improve the quality of your existing items instead.
- Potentially lessens the need to enforce a primitive age where higher tier/higher quality items are unattainable. Because it's more feasible to find good things early, if they'll only buoy you above your level temporarily.
And finally, to the 'if you don't like it don't do it' crowd... No! It's a survival game. It's even a survival game
first according to
@madmole today (thanks for clarifying that). Self-imposed restrictions in-game, like throwing things away or pretending certain advantages don't exist, are luxuries: luxuries which ruin the sense that you are trying to survive. And it'd be nice if you could mod in degradation, but I don't think you could - not with xml modding anyway. I'm not aware of any hooks to set a change in quality when the repair is performed.