Iām late to this party here ⦠sorry if i bring up old things 
I like this idea. maybe some parts of a weapon have an other durability than others and the āunbrokenā ones could be reused. in other question iām interested on is, if i upgrade a weapon (put some other item on/in it) will it lower or raise the over-all durability ? eg. sword (100 durability) + fire-ore (90 durability) is the outcome a fire-sword (95 durability) or a sword with fire damage (100 durability) or a burning sword (90 durability) ?
completely agree with you here. a lot of this discussion is pure speculation.
when did i said this ? never ⦠most of all gw2 armors look like trash. only some T3 culture armors and the ascended + infused fractal back-pack looks fine.
As @Vastar said [quote=āVastar, post:30, topic:4087ā]
Already looking forward to the hilarious sight of dozens of naked players raiding a titan 
[/quote]
and iām sure this will most likely be normality of wearables break and have no effect at all.
it does not matter at all if i have the economy if i donāt care and use my resources for other stuff. your time and your resources are goods that can be spend much better than by making an armor ⦠go out and seed new crops, mine a tunnel and gather resources and so on. on the long sights itās a multiplicand and you harm your progression if you make armor so this will be extremely late āend-game-contentā if you reached everything else or if you are board like hell i think. if you craft an armor in prior phases of the game you have a drawback against others because you spend / waste resources and time on an item that has no effect.
@olliepurkiss: an other question is āhow do we āstoreā progression at allā ? We canāt store progression with items because theyāll break. Is the progression store the beacon size or the buildings + machineryās we create ?
i accapt it. in this case iād support vanity skins if they break too.
but i wonāt accept that. if you take the lazy way for a vanity skin it should break as fast as all other skins. some invest time and others invest money ($) but the result of the investment should be the same.
i see a problem with the system of breaking items in this case (iām not against breaking items, but itās bothering me in this situation). if everything breaks and if you are in really hard locations / worlds where you canāt longer keep up what happens to you ? your armor breaks, you run out of resources and if you have bad luck you canāt return to lighter areas because even the step out of your door kills you. i had plenty of situations (in the current sandbox game) where i had my home-spot on an awkward position and i died as i was building ⦠i canāt even reach the ground or my items without dying ⦠this took a lot of time to make it work so that i reached the ground save and without leaving a large puddle of blood.
thatās how i understood it too.
you are right, thatās why i like the idea at all but i see problems at some points like i mentioned before.
iām sure this would be a game-breaker for most of the players. i hope theyāll find a ābalanceā.
maybe a death could reduce durability āfasterā than normal use (eg. instant -10%) but i donāt like to see my teammates ārun-awayā in boss fights only because they scare to lose their items.