Decrease Pavement Decay rate

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Decrease Pavement Decay rate

Postby Mr_Bober » Sat Mar 23, 2019 3:30 pm

Sevenless wrote:We're only talking about actively used roads. I agree pavement decay is awesome for the game in general, but the entire road mechanic getting notable bonuses from paving and not ever being worth the effort to pave is a little silly. Easier to reduce travel weariness and raise will than it is to maintain a paved road. What about super long roads that you can't really TP down without paving? The paving decay maintenance becomes exponentially bigger problem. Gonna have to bot clean that road.


It might be silly, but I'd rather remove the bonuses than have highways going everywhere.
We are only a couple of months into the server; think what will happen in 10 months. Or 2 years. I don't want to see half the world paved because of old roads not decaying.

Travel weariness has been introduced to reduce long-distance travel by teleport. Adding a mechanic that nerfs it, in addition to the already present ways to reduce it, would just make it useless.

As for super long roads, that shouldn't even be a thing in my opinion. It's ugly, it makes no sense, and (as many people have been complaining lately) "doesn't fit the setting". Vikings and German tribes didn't have a paved road system going across the continent, so why should we?

Now the question is: what's an agreeable decay rate then?
There isn't one. Increasing it to 24h (or even 36h or 48h) wouldn't change a thing when it comes to long roads. You would't go daily, or every other day, to clean it up. If you're a person that uses bot, you would still use a bot.
Longer than that, brings us just at the spam of paved stuff we had before. So no thanks.

That being said, I think the benefits of fast decay are far greater than the problems it causes, which is why I'm against decreasing (or removing) the paving decay rate.
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Re: Decrease Pavement Decay rate

Postby uncleseano » Sat Mar 23, 2019 4:03 pm

Having a signpost or something similar that denotes an areas Stone as a road would be great. So anything off claim wouldn't degrade. You could have the road signs take degrade hits instead, and would need to repaired every week or so to protect the area
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Re: Decrease Pavement Decay rate

Postby Sevenless » Sat Mar 23, 2019 9:36 pm

Mr_Bober wrote:It might be silly, but I'd rather remove the bonuses than have highways going everywhere.
We are only a couple of months into the server; think what will happen in 10 months. Or 2 years. I don't want to see half the world paved because of old roads not decaying.


If they are being actively used are they old roads?
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Re: Decrease Pavement Decay rate

Postby shubla » Sat Mar 23, 2019 9:58 pm

I dont think that decreasing it (or completely removing it)
is a correct solution at all.
Instead, should make some specific way to prevent decay on roads.
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Re: Decrease Pavement Decay rate

Postby Jackwolf » Sun Mar 24, 2019 8:08 am

I would be perfectly fine if there was a specific way to prevent or reduce it. My current roads only cross 3 map grids, but will be expanded to 6 or more as relations between my neighbors improve and we all continue to grow with one another. They're paved 3 tile wide in most of it, and are claimed on both ends which are capped by milestones.

I don't think it's unreasonable for roads that are claimed at both ends by an active claim to project some sort of minor aura of decay prevention that makes it so i don't have to check on the road every 12 hours.

Even beyond that, I don't see how it's a bad idea for pavement to remain a little while longer. It's not even two months in the game and I've seen some sizable hermitages completely erased. This doesn't do anyone any justice of trying to loot the remains of some nearby ruins.

A decent proposal i can think of would be to increase the time for pavement to first accrue decay to something close to 5 days, second tier of vines should come within 3, and the 3rd with a day. After that it decays to dirt, cascading to nearby pavement and immediately hitting them for 1-2 tiers of vines, if it's already at tier 3 then it has no increase but this would already speed up how fast it would decay.


It's only been 24 hours since I actually fully paved this first, small, segment of road and some of the tiles already have the second level of vines. That's too fast.
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Re: Decrease Pavement Decay rate

Postby Mr_Bober » Sun Mar 24, 2019 2:13 pm

Jackwolf wrote:I don't think it's unreasonable for roads that are claimed at both ends by an active claim to project some sort of minor aura of decay prevention that makes it so i don't have to check on the road every 12 hours.


Pointless. Claims are so cheap that everyone would just spam them around to protect roads (assuming they don't already). Sure they take a slot in your study report, for a small claim you can just dump it on an alt, with a study table filled with poppy flowers or some other cheap curios... The only way for this to "kinda" work (but not really) is to force you to have both ends claimed by the same character. But I assume people would just make the milestone outside the main claim and add a small new claim to it with an alt, making both ends claimed by that alt, as described above.

Paved roads suck, and if the reason for making them is to reduce travel weariness, I'd rather see other options to reduce it, than seeing decay slowed down or entirely removed.

Having it take a few days instead of 12 hours wouldn't really matter if you're making a long road. To make it worth it, it should take weeks, and that would just suck and bring us back at W10 ruin spam..

Jackwolf wrote:Even beyond that, I don't see how it's a bad idea for pavement to remain a little while longer. It's not even two months in the game and I've seen some sizable hermitages completely erased. This doesn't do anyone any justice of trying to loot the remains of some nearby ruins.


Did you play last world? Because from this sentence it doesn't seem like you did. The map was littered with ruins, making it feel extremely old and making it find a wild area close to impossible.

Fast decay rate is the only reasonable way to keep the map fresh, not spammed with ruins after 2 months of game. The world is supposed to last several years, and without fast decay it would already be mostly full of crap.

Claims are slow to decay, so you have all the time to raid inactive places while they are still claimed. Once the claim is gone, the whole place should crumble and disappear in a matter of a few days tops. On top of that, the stomped dirt that remain takes weeks or months to completely be covered again by the nearby biome, and only then new trees will slowly start growing.
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Re: Decrease Pavement Decay rate

Postby Mr_Bober » Sun Mar 24, 2019 2:14 pm

Sevenless wrote:If they are being actively used are they old roads?


Yes, they are. Stop the paving spam D:

Jackwolf wrote:I don't think it's unreasonable for roads that are claimed at both ends by an active claim to project some sort of minor aura of decay prevention that makes it so i don't have to check on the road every 12 hours.


Pointless. Claims are so cheap that everyone would just spam them around to protect roads (assuming they don't already). Sure they take a slot in your study report, for a small claim you can just dump it on an alt, with a study table filled with poppy flowers or some other cheap curios... The only way for this to "kinda" work (but not really) is to force you to have both ends claimed by the same character. But I assume people would just make the milestone outside the main claim and add a small new claim to it with an alt, making both ends claimed by that alt, as described above.

Paved roads suck, and if the reason for making them is to reduce travel weariness, I'd rather see other options to reduce it, than seeing decay slowed down or entirely removed.

Having it take a few days instead of 12 hours wouldn't really matter if you're making a long road. To make it worth it, it should take weeks, and that would just suck and bring us back at W10 ruin spam..

Jackwolf wrote:Even beyond that, I don't see how it's a bad idea for pavement to remain a little while longer. It's not even two months in the game and I've seen some sizable hermitages completely erased. This doesn't do anyone any justice of trying to loot the remains of some nearby ruins.


Did you play last world? Because from this sentence it doesn't seem like you did. The map was littered with ruins, making it feel extremely old and making it find a wild area close to impossible.

Fast decay rate is the only reasonable way to keep the map fresh, not spammed with ruins after 2 months of game. The world is supposed to last several years, and without fast decay it would already be mostly full of crap.

Claims are slow to decay, so you have all the time to raid inactive places while they are still claimed. Once the claim is gone, the whole place should crumble and disappear in a matter of a few days tops. On top of that, the stomped dirt that remain takes weeks or months to completely be covered again by the nearby biome, and only then new trees will slowly start growing.
Last edited by Mr_Bober on Sun Mar 24, 2019 3:54 pm, edited 1 time in total.
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Re: Decrease Pavement Decay rate

Postby Jazcash » Sun Mar 24, 2019 3:46 pm

I just wanted to build a cool looking road/highway (not insta-travel), but completely discouraged knowing that it'll be covered in vines and will start decaying not long after making it.
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Re: Decrease Pavement Decay rate

Postby Jackwolf » Sun Mar 24, 2019 6:12 pm

Mr_Bober wrote:
Jackwolf wrote:I don't think it's unreasonable for roads that are claimed at both ends by an active claim to project some sort of minor aura of decay prevention that makes it so i don't have to check on the road every 12 hours.


Pointless. Claims are so cheap that everyone would just spam them around to protect roads (assuming they don't already).[...] making both ends claimed by that alt, as described above.

Paved roads suck, and if the reason for making them is to reduce travel weariness, I'd rather see other options to reduce it, than seeing decay slowed down or entirely removed.

Having it take a few days instead of 12 hours wouldn't really matter if you're making a long road. To make it worth it, it should take weeks, and that would just suck and bring us back at W10 ruin spam..


Regardless if they're cheap or not, this reduces "spam" that you seem to be complaining about. A few days suits the purpose just fine for small roads, since you seem to be complaining about mega high ways or just long stretches of road over massive distances, which means you're completely missing my point. So far I'm only talking about a road that goes across 3 map tiles. ie from 0,0 to 0,1 to 0,2.

Mr_Bober wrote:
Jackwolf wrote:Even beyond that, I don't see how it's a bad idea for pavement to remain a little while longer. It's not even two months in the game and I've seen some sizable hermitages completely erased. This doesn't do anyone any justice of trying to loot the remains of some nearby ruins.


Did you play last world? Because from this sentence it doesn't seem like you did. The map was littered with ruins, making it feel extremely old and making it find a wild area close to impossible.

Fast decay rate is the only reasonable way to keep the map fresh, not spammed with ruins after 2 months of game. The world is supposed to last several years, and without fast decay it would already be mostly full of crap.

Claims are slow to decay, so you have all the time to raid inactive places while they are still claimed. Once the claim is gone, the whole place should crumble and disappear in a matter of a few days tops. On top of that, the stomped dirt that remain takes weeks or months to completely be covered again by the nearby biome, and only then new trees will slowly start growing.


Are you certain that /you/ even played last world? Once they turned on pavement decay ticks most ruins were completely gone in two months. Early on in the world, sure. Old villages and claims stayed around for months. It was great. You had time as a new player to actually build up and gradually delve nearby ruins for good stuff as you were building up. This world? I missed a nearby claims walls decaying by two days and the entire place was almost devoid of anything, with all but 1/5th of the pavement remaining and a single building. Before you claim someone else got there first, the building was still heavily populated with useful things.

I don't know about you, but not once last world did I see any spammed paved roads. Not start, not finish. There were certainly a lot of unpaved roads spamming the entire worldmap, crisscrossing in every direction, which you hardly ever tell start or finish due to how numerous they were. If they were paved that would've been great, and would've had some form of consistency or direction as opposed to some random signs in the wilderness. This world I've already come across a number of large roads and it was awesome, it gave these individual places a connection that was visible, notable, and followable.
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Re: Decrease Pavement Decay rate

Postby Mr_Bober » Sun Mar 24, 2019 7:20 pm

Jackwolf wrote:Regardless if they're cheap or not, this reduces "spam" that you seem to be complaining about.

If it's cheap, it doesn't, because everyone would do it.

Jackwolf wrote:So far I'm only talking about a road that goes across 3 map tiles. ie from 0,0 to 0,1 to 0,2.

That's because it's the road you're making right now. But such a suggestion should involve ALL roads, of any length, or none at all. Otherwise who decides what's fair and what's not?
Your 3 tiles road is ok but mine at 4 is not? And so on, if 4 is ok, why not 5 or 6 or 7 or 20. I believe such a thing would not just be unfair, but also a pain to implement.
Also, there is already something similar. Village claims. If you want your "short road" to be safe, claim it with banners.

Jackwolf wrote:Old villages and claims stayed around for months. It was great.

No it wasn't.
As much as I enjoy scavenging abandoned places, such a spam of it is bad for the game. It makes ANY action you make useless, because you are surrounded by abandoned places which most likely have better stuff than you had.
And even once they switched decay, up until the last day of the server, I could still find plenty of abandoned places to take stuff from, including RoB, troll parts, dungeon loot, and so on...


Jackwolf wrote:This world? I missed a nearby claims walls decaying by two days and the entire place was almost devoid of anything, with all but 1/5th of the pavement remaining and a single building. Before you claim someone else got there first, the building was still heavily populated with useful things.

Make up your mind, was it "devoid of anything" or "heavily populated with useful things"?
Also yes, probably someone got there first and only took an inventory worth (or container) of stuff. Could have been someone that didn't NEED that stuff, just had the option to take something while on his way back home.

Jackwolf wrote:I don't know about you, but not once last world did I see any spammed paved roads. Not start, not finish

I've seen plenty, and it's actually one of the main ways I could find so many large abandoned villages, because they were connected by roads going over 10 or more map tiles, barely beginning to decay.
Not to talk about the amount of random paved areas that never completely decayed because of how large they were and how slow decay was.


We clearly have different ideas, and while you like crappy paving and trashed ruins everywhere, I don't. I won't change my mind over it, and neither will you, so it's pointless to go on with this discussion.
Just like you felt like giving your opinion on this by suggesting a change, I did the same by pointing out why I think it shouldn't be done. As always, devs will consider it and make up their own mind about it.
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