Bring back REAL Roads

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Bring back REAL Roads

Postby GamingRAM » Mon Jan 28, 2019 6:57 pm

With crossroads, charterstones, and generally instant teleportation being nerfed, can we please bring back the ability to make physical roads again?
With pavement decaying, we just can't build physical roads.


Can we please have some kind of means? Perhaps a special kind of pavement that won't decay but is more expensive to produce that ALSO requires a special Realm Buff?
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Re: Bring back REAL Roads

Postby maze » Mon Jan 28, 2019 7:04 pm

Just add a radius around sign post to stop pavement decay.
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Re: Bring back REAL Roads

Postby pppp » Mon Jan 28, 2019 8:18 pm

What would prevent decay of sign post. When the sign post should decay then ?
What would be a point of building signposts then ?
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Re: Bring back REAL Roads

Postby vatas » Mon Jan 28, 2019 8:53 pm

There should be different type of pavement for roads. Make it consume any stone and look like generic gravel maybe?
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Re: Bring back REAL Roads

Postby maze » Mon Jan 28, 2019 8:57 pm

pppp wrote:What would prevent decay of sign post. When the sign post should decay then ?
What would be a point of building signposts then ?


signpost take about 3-4 months to decay. sometimes you get unluck and get one that decays quickly.

but if you're using the stone sign post. I've seen those last for 2 years...I should know I build some 2 years ago and they are only missing a few links because people destroyed parts.
so if the road is rarely traveled and the decay hits the signpost and the sign post is never fixed. then at the point maybe it should just decay. . .
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Re: Bring back REAL Roads

Postby KitsuneG » Mon Jan 28, 2019 8:59 pm

GamingRAM wrote:With crossroads, charterstones, and generally instant teleportation being nerfed, can we please bring back the ability to make physical roads again?
With pavement decaying, we just can't build physical roads.


Can we please have some kind of means? Perhaps a special kind of pavement that won't decay but is more expensive to produce that ALSO requires a special Realm Buff?



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actually good point, maybe crossroads nearby should prevent decaying - since they are too not decay.
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Re: Bring back REAL Roads

Postby jorb » Mon Jan 28, 2019 9:29 pm

Hmm. Will consider.
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Re: Bring back REAL Roads

Postby pppp » Mon Jan 28, 2019 9:32 pm

maze wrote:signpost take about 3-4 months to decay. sometimes you get unluck and get one that decays quickly.

but if you're using the stone sign post. I've seen those last for 2 years...I should know I build some 2 years ago and they are only missing a few links because people destroyed parts.
so if the road is rarely traveled and the decay hits the signpost and the sign post is never fixed. then at the point maybe it should just decay. . .

Actually it decays quicker if it is visited often, because it has higher chance to be hit with decay. Though there is some quick decay mechanics for places that were not visited for a long time, not sure how exact it is at compensating for lost decay.
Rephrasing my points in a more verbose way:
- you have no way to measure if the road was actually used or if it was only a map tile randomly visited, the former should lead to less decay, the latter tends to incur more decay.
- currently road signs are chained to form a road. The fact they are chained transfers ownership and decay protection from a claim on one end (or both) to all milestones. If a road is only a paved place what would be the motivation to add extra work to link milestones to each other if these would not help navigating. Following a road rarely works because people place milestones in a wrong position.
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Re: Bring back REAL Roads

Postby shubla » Mon Jan 28, 2019 9:51 pm

Maybe roads would not decay but they would have upkeep for village/claim/realm or some such.
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Re: Bring back REAL Roads

Postby maze » Mon Jan 28, 2019 10:08 pm

pppp wrote:~



jorb wrote:Implemented a mechanic by which map regions which have been unloaded for some time will experience increased decay until they have "caught up" to whatever amount of decay they should have received in the time they weren't loaded. The effect should be that decay, at least over time, is a function of time, and not of the map's staus as being loaded or not. Nagged about to no end by this guy.

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