As it stands now you can't even go 12 hours without some pavement tiles gaining their first level of vines when they're off claim. Now I'm all for the premise that actual physically made roads should benefit from a decrease in travel weariness cost, but give us some kind of reasonable way to actually maintain said roads..?
It's completely reasonable for them to require upkeep, but having to clear vines off them after a mere 12 hours is ridiculous, and I'm not even half way done with the road.
-
Jackwolf
- Posts: 914
- Joined: Sat Feb 12, 2011 5:56 am
Decrease Pavement Decay rate
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
-
Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Decrease Pavement Decay rate
While they start to show up early it's quite easy to wait a while to have enough of them so the character can be instructed by shift+destroy to remove them all once every week or so. Doing that with my off-claim paved roads and havn't yet see one tile of them de-pave.
Though I think that loftar should take the time to make characters traversing paved tiles with vines auto-stomp these with a reasonable chance (simply reduce them one stage, up to completely removing them for the inital stage) so roads that are used frequently enough would self-maintain in regards to vines.
Though I think that loftar should take the time to make characters traversing paved tiles with vines auto-stomp these with a reasonable chance (simply reduce them one stage, up to completely removing them for the inital stage) so roads that are used frequently enough would self-maintain in regards to vines.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Decrease Pavement Decay rate
It's not worth it to pave a road right now. The maintenance is enough of a pain in the ass that I'd rather just have extra travel weariness.
Even stomping by manual walking wouldn't fix that. It'd need to be upkept by travel usage of the road or it'll stay larper.
Even stomping by manual walking wouldn't fix that. It'd need to be upkept by travel usage of the road or it'll stay larper.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
-
Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Decrease Pavement Decay rate
After 2 days, single tiles were already missing while a lot of other were on stage 3 already. If I don't want to miss any tile, I have to do it once a day, which is a chore since the road is a bit long and even with shift click, it is a bit chore.Granger wrote:While they start to show up early it's quite easy to wait a while to have enough of them so the character can be instructed by shift+destroy to remove them all once every week or so. Doing that with my off-claim paved roads and havn't yet see one tile of them de-pave.
Though I think that loftar should take the time to make characters traversing paved tiles with vines auto-stomp these with a readonable chance (simply reduce them one stage, up to completely removing them for the inital stage) so roads that are used frequently enough would self-maintain in regards to vines.
-
Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Decrease Pavement Decay rate
Probably related to how often the area is loaded since I'm sure it's decay based.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
-
Jackwolf
- Posts: 914
- Joined: Sat Feb 12, 2011 5:56 am
Re: Decrease Pavement Decay rate
This would be nice, as long as it's all tiles adjacent to the stepped tile as well. This makes it so you don't have to pave single tile roads, which are just ugly, and keeps you from having to walk up and down every tile of the road.Granger wrote:Though I think that loftar should take the time to make characters traversing paved tiles with vines auto-stomp these with a readonable chance (simply reduce them one stage, up to completely removing them for the inital stage) so roads that are used frequently enough would self-maintain in regards to vines.
The roads I have are short enough that paving them drops them from 20% to the minimum 5% now that it's paved, so they're worth fast traveling, but i also just enjoy the scenic walks along my nice trail that just happens to go along my hunting grounds
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
-
Mr_Bober
- Posts: 579
- Joined: Thu Jan 31, 2019 8:51 pm
Re: Decrease Pavement Decay rate
-1
Fast pavement decay is the best thing ever introduced in this game.
No more random patches of pavement laying around for generations. No more abandoned roads that cut through the woods, memories of an ancient civilisation lost ages ago.
If you want to make a road, either claim it or do some upkeep. It's not that hard.
EDIT: If you wanna make a freaking highway cutting through the continent, your problem.
Fast pavement decay is the best thing ever introduced in this game.
No more random patches of pavement laying around for generations. No more abandoned roads that cut through the woods, memories of an ancient civilisation lost ages ago.
If you want to make a road, either claim it or do some upkeep. It's not that hard.
EDIT: If you wanna make a freaking highway cutting through the continent, your problem.
-
Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Decrease Pavement Decay rate
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.Mr_Bober wrote:-1
Fast pavement decay is the best thing ever introduced in this game.
No more random patches of pavement laying around for generations. No more abandoned roads that cut through the woods, memories of an ancient civilisation lost ages ago.
If you want to make a road, either claim it or do some upkeep. It's not that hard.
EDIT: If you wanna make a freaking highway cutting through the continent, your problem.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
-
shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Decrease Pavement Decay rate
Pavement that is connected to other pavement which is partially under an active claim could not decay.
This way you could make roads which do not decay.
This way you could make roads which do not decay.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
