A Plea for Decay (World)

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

Re: A Plea for Decay (World)

Postby Granger » Sat Feb 03, 2018 5:43 pm

Modified the topic title to not be confused with my topic about decay for characters.
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Re: A Plea for Decay (World)

Postby shubla » Sun Feb 04, 2018 12:23 am

I agree that decay is too slow, I checked out a place that I abndoned like 10+ months ago, and lots of it was still remaining!
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Re: A Plea for Decay (World)

Postby TurtleHermit » Sun Feb 04, 2018 2:05 am

shubla wrote:I agree that decay is too slow, I checked out a place that I abndoned like 10+ months ago, and lots of it was still remaining!


Nothing of mine and few people I know was left, minus pavement. Dunno if someone smashed it but only pavements are what's left. Time should be similar.
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Re: A Plea for Decay (World)

Postby itworkss » Tue Feb 06, 2018 10:29 pm

I agree with this.

Abandoned places should decay, just as normal. I don't understand the technical side of the game, and coding, and what that would require as far as power and creating lag. If it's possible though, I think it would add a much better element to the game.

The only real 'con' I see, is that it lowers amount of places to scavenge from as a new character - I personally wouldn't mind this, as I kind of like making things on my own, but I can see how some may argue this point.

I would like to see trees reproducing automatically, but at a much slower rate than if we were to plant them ourselves. I'd also like to see denser forests, but that may be for another thread.

Decay of pavement is a good idea, in my opinion as well. But the mechanic would maybe have to be that if any tile connected to a tile is used, then it refreshes that whole 'mat'. I build road systems, and some of them don't get used as much as others, especially considering they're 5 wide, and when they are traveled on certain tiles are bound to never be hit.
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Re: A Plea for Decay (World)

Postby dafels » Tue Feb 06, 2018 10:32 pm

if pavement decay doesn't just make the pavement dissapear in a instant, but gradually fades into base tile biome, that would be so cool tbh
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Re: A Plea for Decay

Postby Havion » Tue Feb 06, 2018 10:34 pm

zebratul wrote:Having pavement and planted lawns slowly decay into normal biomes when un-claimed would make landscape look so much better, when all the abandoned places revert back to nature.

Honestly one of the charms of this game is if a world goes on long enough you could go back to places where things were before and check out the ruins.
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Re: A Plea for Decay (World)

Postby shubla » Thu Feb 08, 2018 9:49 pm

Would greatly increase the longevity of a world. Some technical issues exist for a sure, but im sure that a way around can be found for all of them.
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Re: A Plea for Decay (World)

Postby jorb » Thu Feb 15, 2018 1:45 pm

Loftar had an idea a while back that could make this a thing. Considering.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: A Plea for Decay (World)

Postby tyrtix » Sun Feb 18, 2018 9:10 pm

i guess that removing some of the items on the map faster than it's now, will actually release some resources instead of needing more. I would say that dirt and clay too should reset to the average height of the tiles around, thou this is much more hard and can cause weirdness too. Making the world alive will make it also a lot more fun to play.
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Re: A Plea for Decay (World)

Postby Granger » Thu Feb 22, 2018 10:32 am

Partly implemented in Game Development: Wildgoat Turnip.

Praise to loftar for figuring out a cheap way to do it, with leave
2) Hearth fires should also degrade when not used for a while and turn into normal fires that are subject to normal decay. The server should still track the location with the character, enabling to spawn at the original HF location in case it is still accessible by the character (empty tile or with unlit fire & not covered by a claim the character lacks permission to). Destruction of an active HF by a player should still work as-is and default to wilderness spawn.

3) Pavement tiles could (when being unclaimed) slowly accumulate decay till reaching a threshold and then revert back to normal ground. Traversing them could reset the counter so that only inactive areas get affected by this.

4) Trees could go through a lifecycle to make the world more alive, one approach could be to trigger a variation of Conway's Game of Life rules through decay hits to make this happen.
still pending.
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