History Main / BreakableWeapons

20th Apr '16 9:07:31 AM EryliaStarheart
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* Any Emergency Weapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

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* Any Emergency Weapon EmergencyWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:06:57 AM EryliaStarheart
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* The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.

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* The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon [[AncestralWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
20th Apr '16 9:06:09 AM EryliaStarheart
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* There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
* Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

to:

* There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, brand new condition, disregarding such things as material fatigue.
* Any BackupWeapon Emergency Weapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:04:17 AM EryliaStarheart
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- When you run out of durability, the weapon does not dull, jam, or otherwise suffer impaired functionality; instead, it breaks outright, rendering it immediately unusable. This is despite the fact that, in most cases, it [[CriticalExistenceFailure works at full strength until it's broken]].
- The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].

to:

- * When you run out of durability, the weapon does not dull, jam, or otherwise suffer impaired functionality; instead, it breaks outright, rendering it immediately unusable. This is despite the fact that, in most cases, it [[CriticalExistenceFailure works at full strength until it's broken]].
- * The amount of time and uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- * There are either no ways to repair or reinforce your equipment before the durability expires, or, on the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- * Any BackupWeapon the character might use when their weapon breaks is likely to be unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
20th Apr '16 9:03:56 AM EryliaStarheart
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An inexplicably common occurrence in videogames is that weapons have only so many times they can be used before they cease to function. The game usually gives you some sign as to how many uses you have left (usually called "Durability"), but when you run out, the weapon breaks.

That's right, breaks. Apparently, nobody in the game world has ever heard of maintaining their weapons. Granted, after enough time even the sharpest sword will dull, but it would seem the weapons of the video game world are secretly made of metal-coated balsa wood.

In most cases, the weapon will [[CriticalExistenceFailure work at full strength until it's broken]], as opposed to getting duller and less effective over time.

If you're lucky, there will be ways to repair or reinforce your equipment before the durability expires. If not, you had better have a spare on hand, or be good with your bare fists.

to:

An inexplicably common occurrence in videogames is that weapons have only so many times they can be used before they cease to function. The game usually gives you some sign as to how many uses you have left (usually called "Durability"), but when "Durability"). While superficially contributing to both balance and realism, this trope usually requires WillingSuspensionOfDisbelief of its own, for several reasons:

- When
you run out, out of durability, the weapon breaks.

That's right, breaks. Apparently, nobody in the game world has ever heard of maintaining their weapons. Granted, after enough time even the sharpest sword will
does not dull, but jam, or otherwise suffer impaired functionality; instead, it would seem breaks outright, rendering it immediately unusable. This is despite the weapons of the video game world are secretly made of metal-coated balsa wood.

In
fact that, in most cases, the weapon will it [[CriticalExistenceFailure work works at full strength until it's broken]], as opposed to getting duller broken]].
- The amount of time
and less effective over time.

If you're lucky, there will be
uses is often inexplicably small; in real life, a well-maintained sword can serve its wielders for decades [[HeirloomWeapon if not centuries]], suffering strictly superficial damage. Partly justified because of just how much use can a video game character can actually get out of their weapon in the span of a couple of hours.
- There are either no
ways to repair or reinforce your equipment before the durability expires. If not, you had better have a spare expires, or, on hand, or the contrary, such repairs restore the item to mint conditions, disregarding such things as material fatigue.
- Any BackupWeapon the character might use when their weapon breaks is likely to
be good with your bare fists.
unbreakable. Especially egregious when the character's fists [[StrongFleshWeakSteel are perfectly capable of withstanding the amount of fighting that just ruined his sword]].
2nd Mar '16 5:38:18 AM erforce
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* In ''VideoGame/{{Condemned}}: Criminal Origins'', most melee weapons would last forever if you wanted them to, with the sole exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''Condemned 2: Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging for weapons is unknown.

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* In ''VideoGame/{{Condemned}}: Criminal Origins'', ''VideoGame/CondemnedCriminalOrigins'', most melee weapons would last forever if you wanted them to, with the sole exception of firearms used as melee weapons in order to prolong the inevitable invocation of the Law of Conservation of Ammo. In ''Condemned 2: Bloodshot'', ''VideoGame/Condemned2Bloodshot'', -all- weapons degrade and eventually break if used in any form of melee combat, especially blocking. Whether it's to encourage GoodOldFisticuffs or keep you scrounging for weapons is unknown.
29th Jan '16 7:11:27 AM Seiraryu
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Added DiffLines:

* In ''VideoGame/TheWitcher3WildHunt'' your swords degrade the more you use them. You can repair them, but the higher the level of the monsters/opponents you fight, the faster they degrade. The same is true for your armor.
28th Jan '16 9:51:40 AM MCanter89
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* ''VideoGame/{{Fallout 1}}'' and ''[[VideoGame/{{Fallout 2}} 2]]'' had weapons that did not degrade at all normally, but a CriticalFailure had the potential to destroy a weapon, making it disappear completely. This was one of the many reasons that made the '[[BornUnlucky Jinxed]]' trait so unpopular. In an ironic twist, Jinxed can still be selected if you're playing as a very lucky character. If said character also happens to be a martial artist, then [[GameBreaker only your enemies are subject to such problems]]...

to:

* ''VideoGame/{{Fallout 1}}'' and ''[[VideoGame/{{Fallout 2}} 2]]'' had weapons that did not degrade at all normally, but a CriticalFailure had the potential to destroy a weapon, making it disappear completely. This was one of the many reasons that made the '[[BornUnlucky Jinxed]]' "[[BornUnlucky Jinxed]]" trait so unpopular. In an ironic twist, Jinxed can still be selected if you're playing as a very lucky character. If said character also happens to be a martial artist, then [[GameBreaker only your enemies are subject to such problems]]...problems]]



** ''VideoGame/{{Fallout 3}}'' had weapons that did less damage, fired slightly slower, and jammed more frequently when damaged (heavily damaged weapons also had a chance of jamming when reloaded). They could be repaired by NPC for usurious fees, or, unusually, by scavenging parts from other weapons. If you've got two beat up 10mm pistols, you take take apart one and end up with a single 10mm in better condition (which makes a small bit of sense with firearms if the individual parts of the guns are in different conditions -- one has a better barrel, say -- but it makes no sense that you can combine two [[BatterUp baseball bats]] and end up with one in good condition). You could also [[BlastingItOutOfTheirHands shoot your ENEMIES' weapons]] and render them unusable by damaging them enough, causing your enemies to drop them. They could still be repaired or used for pieces, though they cost a huge amount to repair and don't repair other items much. Also, armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you.]]
** Further expanded upon in ''VideoGame/FalloutNewVegas'', where loading your guns with poor quality 'Surplus' ammo or over-charging your EnergyWeapons causes them to deteriorate even faster, but with other added benefits like increased damage and armor penetration. You can put together [[http://fallout.wikia.com/wiki/Weapon_repair_kit toolboxes]] which can be used to fix stuff without needing a spare to break down for parts. New Vegas also introduces the "Maintain" threshold, a condition value of about 80% where weapon degradation doesn't affect performance (fire rate, damage) until the condition level drops below it. The game also makes it possible to repair items to 100% regardless of your repair skill as was the case in ''Fallout 3'', with the skill instead helping determine how effective each repair attempt is, and with a high enough skill you can take a "Jury Rigging" perk, allowing you to [[MacGyvering repair an item with anything in the same class]] (like using a SawedOffShotgun to repair a nail gun).

to:

** ''VideoGame/{{Fallout 3}}'' had weapons that did less damage, fired slightly slower, and jammed more frequently when damaged (heavily damaged weapons also had a chance of jamming when reloaded). They could be repaired by NPC for usurious fees, fees or, unusually, by scavenging parts from other weapons. If you've got two beat two-beat up 10mm pistols, you take take apart one and end up with a single 10mm in better condition (which makes a small bit of sense with firearms if the individual parts of the guns are in different conditions -- one has a better barrel, say -- but it makes no sense that you can combine two [[BatterUp baseball bats]] and end up with one in good condition). You could also [[BlastingItOutOfTheirHands shoot your ENEMIES' weapons]] and render them unusable by damaging them enough, causing your enemies to drop them. They could still be repaired or used for pieces, though they cost a huge amount to repair and don't repair other items much. Also, armor provides less damage resistance if it's in poor condition, [[StatSticks but it won't lose any of the bonuses it gives you.]]
you]].
** Further expanded upon in ''VideoGame/FalloutNewVegas'', where loading your guns with poor quality poor-quality 'Surplus' ammo or over-charging your EnergyWeapons causes them to deteriorate even faster, but with other added benefits like increased damage and armor penetration. You can put together [[http://fallout.wikia.com/wiki/Weapon_repair_kit toolboxes]] which can be used to fix stuff without needing a spare to break down for parts. New Vegas ''New Vegas'' also introduces the "Maintain" threshold, a condition value of about 80% where weapon degradation doesn't affect performance (fire rate, damage) until the condition level drops below it. The game also makes it possible to repair items to 100% regardless of your repair skill skill, as was the case in ''Fallout 3'', with the skill instead helping determine how effective each repair attempt is, and with a high enough skill skill, you can take a "Jury Rigging" perk, allowing you to [[MacGyvering repair an item with anything in the same class]] (like using a SawedOffShotgun to repair a nail gun).
21st Jan '16 1:21:26 PM DracoKanji
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* The swords used by the Garrison, Survey Corps, and Military Police in Manga/AttackOnTitan. It's told that the reason they're used is for their incredible sharpness, as the weapons are hand-made expressly for the purpose of fighting Titans, but they'll break with only a handful of uses. To account for that shortcoming, soldiers utilize sword hilts with detachable, replacable blades--much like a large utility knife--and carry sheaths of multiple blades that they can switch out [[LiteralMetaphor on the fly]].

to:

* The swords used by the Garrison, Survey Corps, and Military Police in Manga/AttackOnTitan. It's told that the reason they're used is for their incredible sharpness, as the weapons are hand-made expressly for the purpose of fighting Titans, but they'll break with only a handful of uses. To account for that shortcoming, soldiers utilize sword hilts with detachable, replacable blades--much like a large utility knife--and carry sheaths of multiple blades that they can switch out [[LiteralMetaphor on the fly]].
fly]]. Also like a utility knife, the blades can break off in sections so that if the tip gets dull the rest of the blade can still be used.
5th Jan '16 2:16:25 AM eroock
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-->--'''Ben "[[WebAnimation/ZeroPunctuation Yahtzee]]" Croshaw,''' ''[[http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2791-Zero-Punctuation-Silent-Hill-Origins Zero Punctuation: Silent Hill Origins]]''

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-->--'''Ben -->-- '''Ben "[[WebAnimation/ZeroPunctuation Yahtzee]]" Croshaw,''' ''[[http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2791-Zero-Punctuation-Silent-Hill-Origins Zero Punctuation: Silent Hill Origins]]''
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