pavement decay changes

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pavement decay changes

Postby kris_hole » Fri Feb 15, 2019 1:07 pm

Were any changes already put in place for path decay post W10's decay if not claimed?

With roads costing travel weariness now i think something will need to be done about the way paved tiles decay, we should be able to build a real road, paved all the way, to make travelling along roadsigns easier when walking it rather than porting. However with the current decay method that means either A: spend every day travelling every road built just to maintain it from decay or B: Have absurdly sized P Claims just to stop roads from decaying. Neither is really a fun sounding option for a game.

I'm not sure what the correct way to fix it would be because decaying to natural area is nice but at the same time whatever the fix is would have to be efficient for the server to run.
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Re: pavement decay changes

Postby Vassteel » Fri Feb 15, 2019 1:42 pm

I would say if the roads is traveled it shouldn't decay as fast

but I feel like it should decay if its being used. a path used frequently will wear out faster than one that isn't.
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Re: pavement decay changes

Postby Ardennesss » Fri Feb 15, 2019 2:03 pm

kris_hole wrote:Were any changes already put in place for path decay post W10's decay if not claimed?

With roads costing travel weariness now i think something will need to be done about the way paved tiles decay, we should be able to build a real road, paved all the way, to make travelling along roadsigns easier when walking it rather than porting. However with the current decay method that means either A: spend every day travelling every road built just to maintain it from decay or B: Have absurdly sized P Claims just to stop roads from decaying. Neither is really a fun sounding option for a game.

I'm not sure what the correct way to fix it would be because decaying to natural area is nice but at the same time whatever the fix is would have to be efficient for the server to run.
I actually discussed this with Loftar and if I'm remembering correctly, he said there wasn't a good way to change how pavement decay works just for roads without an entirely new mechanic. We brainstormed what some of the new potential mechanics were, but they basically all led back to "why wouldn't people just use this instead of regular paving everywhere?" I think he's open to changing it if the community can think of something that won't just be used everywhere and lead to making the original point of decaying pavement pointless.
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Re: pavement decay changes

Postby Sevenless » Fri Feb 15, 2019 2:46 pm

You could make it so that roads give a protect to paved tiles in a line between their two walking points that is highlighted when clicking on the roadsign, and potentially reduce travel weariness use for any signs that are fully paved between them.

Problems:
A) it'd probably look gross for anything not going in a straight line with a cardinal direction. Maybe it would encourage people to make straighter roads. Is that a good thing? Not sure

B) The backend/visual interface might be difficult to implement. Not honestly sure.
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Re: pavement decay changes

Postby bolognaman » Fri Feb 15, 2019 3:15 pm

Perhaps any decay hits to pavement near* a roadsign could be redirected to said roadsign, at a reduced rate. Then you would simply need to repair/replace the signs as needed, rather than clearing weeds from pavement/repaving. Has the same effect of requiring roads to be maintained, if that's what jorbtar want.

The conversion rate of pavement decay to roadsign decay could be adjusted to balance out the tedium vs benefit.

*within half of the displayed radius shown when placing the roadsign
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Re: pavement decay changes

Postby Vassteel » Fri Feb 15, 2019 3:24 pm

we could go with no paving at all

say in order to connect milemarker a to b you need to imput a set amount of effort which increases to the maximum distance between the markers
After you have performed the work effort to connect a to b. A wagon path appears. basically a dirt road. If the road is used often it stays in good repair. If it gets used too often some deep ruts may appear that need to be fixed or filled in. These would impede wagon travel or increase your weariness if traveling.
If the path dosent get used often enough things like "Insert generic Bush or Weed" will spawn in the road eventually the path just disappears and the work effort will have to be completed again.

since the road is its own graphical element it would look fine at any direction it needs to go
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Re: pavement decay changes

Postby kris_hole » Fri Feb 15, 2019 5:25 pm

bolognaman wrote:Perhaps any decay hits to pavement near* a roadsign could be redirected to said roadsign, at a reduced rate. Then you would simply need to repair/replace the signs as needed, rather than clearing weeds from pavement/repaving. Has the same effect of requiring roads to be maintained, if that's what jorbtar want.

The conversion rate of pavement decay to roadsign decay could be adjusted to balance out the tedium vs benefit.

*within half of the displayed radius shown when placing the roadsign


maybe this could be the solution? pavement within the range of a roadsign could just not decay? I'm not entirely against decay as an overall feature, but this is still a game and not everyone has time to maintain all the roads they may build. If for instance a set of roads is constructed for quests from a hub you will end up having to walk those roads a lot with the weariness change and pavement helps reduce stamina need for that. But at the end of the day players are still humans and therefore don't have infinite time to commit to arbitrary tasks like maintaining pavement, i think just making them not decay if 'near' a roadsign would solve the problem. this way you could also have cities linked to each other by roads that have signs and won't just decay over time, the effort put in to building the roads is already enough in my opinion to warrant no need for maintenance as maintaining would just take time away from the player actually enjoying the rest of the game and incentivise bots that would just roam the roads looking for decay to clean.
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Re: pavement decay changes

Postby Lunarius_Haberdash » Sat Feb 16, 2019 1:26 am

bolognaman wrote:Perhaps any decay hits to pavement near* a roadsign could be redirected to said roadsign, at a reduced rate. Then you would simply need to repair/replace the signs as needed, rather than clearing weeds from pavement/repaving. Has the same effect of requiring roads to be maintained, if that's what jorbtar want.


Roadsigns have a set number of max charges, roads generate charges when used. Every time decay hits a tile within the (reduced-functional) radius of the road sign it removes a charge from the roadsign. When the roadsign has no charges decay hits cause damage to it instead. Further use will restore charges but NOT damage to the roadsign. Once the roadsign decays the paving within its radius will begin to decay normally. Note: Following a road sign counts as being used, which is why each roadsign has its own counter, so it is entirely possible for SECTIONS of a road to decay while others remain in good repair.
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Re: pavement decay changes

Postby kris_hole » Sat Feb 16, 2019 4:35 am

Lunarius_Haberdash wrote:
bolognaman wrote:Perhaps any decay hits to pavement near* a roadsign could be redirected to said roadsign, at a reduced rate. Then you would simply need to repair/replace the signs as needed, rather than clearing weeds from pavement/repaving. Has the same effect of requiring roads to be maintained, if that's what jorbtar want.


Roadsigns have a set number of max charges, roads generate charges when used. Every time decay hits a tile within the (reduced-functional) radius of the road sign it removes a charge from the roadsign. When the roadsign has no charges decay hits cause damage to it instead. Further use will restore charges but NOT damage to the roadsign. Once the roadsign decays the paving within its radius will begin to decay normally. Note: Following a road sign counts as being used, which is why each roadsign has its own counter, so it is entirely possible for SECTIONS of a road to decay while others remain in good repair.


That sounds like it could work, would be interesting to see sections of roads decaying from lack of use
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