>>713713175 (OP)into the radius is close but not quite. dead island is close but not quite.
the best system would be something where durability is roughly analogous to ammo, which dead island does well. you *can* use a broken weapon, but it does only a very little damage, and will cost a lot to repair. low-tier improvised weapons break completely and are unusable.
the problem is that since they balance it closer to ammo than proper durability, it depletes very inconsistently, and sharp weapons are damn near unusable unless you have the right perk setup. even blades like katanas and thick ass diving knives will almost explode after one or two groups.
but, it doesn't completely fuck you. you can upgrade some sharp weapons to last a reasonably long time, throwing them (with the right perks) will often times make them last longer until they get eaten by the physics engine, and blunt weapons will last a fair bit longer.
imo, durability should last a long time, and when durability is out it should be a QoL debuff more than anything. it should be an inconvenience, not a "lose your shit" mechanic. "lose your shit" mechanics just make me not want to use anything but replaceable garbage, because if it's too expensive to lose, it's too expensive to use.
also: guns should NEVER have a durability mechanic. guns practically never break in the modern day, it is extremely uncommon for anything to outright break unless you're doing something really stupid. they should have a cleanliness mechanic at most, and it should be very generous.