Critique: Too strong decay!

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

Re: Critique: Too strong decay!

Postby Uriel » Tue Aug 03, 2010 5:06 am

Danno wrote:Maybe it wouldn't be as bad if things were protected for a certain amount of time from their last repair/construction. For example, after building a timber house, it could last 5 (real life) days before it can even begin to decay. If you repair it to full after it decays some, it would be protected for another 5 days. Or I dunno if there's already something like this... I don't pay that much attention to every tool, building, and fence in my settlement. If there's already some set protection, it should last longer.



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Re: Critique: Too strong decay!

Postby Granger » Tue Aug 03, 2010 12:25 pm

As suggested in this thread:

Maybe usage of the structures (be it a liftable one like a crate, or a stationary like a house) should cause decay, and the damage from random decay gets reduced?

This would help with absence times, but ensure consumation of material by repairs.
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Re: Critique: Too strong decay!

Postby DatOneGuy » Tue Aug 03, 2010 2:32 pm

Minigames for repairing!
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Re: Critique: Too strong decay!

Postby Granger » Tue Aug 03, 2010 11:51 pm

DatOneGuy wrote:Minigames for repairing!


What? How?

Please explain.
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Re: Critique: Too strong decay!

Postby DatOneGuy » Wed Aug 04, 2010 12:01 am

Granger wrote:
DatOneGuy wrote:Minigames for repairing!


What? How?

Please explain.

Making a small minigame of it would be fun, 'tis all. Perhaps even a microgame.

Not sure what would make a good minigame for repairing though, I could think of a few but they'd be probably be a pain to people who don't like minigames.

Considering how bit repairing is and how often it's done.

Although I think minigames would go better if let's say the decay shield idea were implemented, and in order to pay the 'Domovoi' (I believe they were called) you played a sort of minigame with them.

I believe Jackard referred to minigames for them in the thread as well, but I don't believe he meant the same thing.
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Re: Critique: Too strong decay!

Postby Danno » Wed Aug 04, 2010 10:46 pm

I don't think minigames for such a frequently repeated task would be a good idea unless the minigame is as original and addictive as Tetris was when it was still fairly new. Otherwise, it would just become another grind, but maybe worse since you wouldn't be able to talk to people or browse forums while it's happening. I think it would take more effort than it's worth to come up with a fun minigame that stays fun/challenging even after dozens of plays.
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Re: Critique: Too strong decay!

Postby DatOneGuy » Wed Aug 04, 2010 11:12 pm

Danno wrote:I don't think minigames for such a frequently repeated task would be a good idea unless the minigame is as original and addictive as Tetris was when it was still fairly new. Otherwise, it would just become another grind, but maybe worse since you wouldn't be able to talk to people or browse forums while it's happening. I think it would take more effort than it's worth to come up with a fun minigame that stays fun/challenging even after dozens of plays.

Tetris is totally still fun. (and not just for women! :( )
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Re: Critique: Too strong decay!

Postby Onionfighter » Thu Aug 05, 2010 12:46 am

Jackard wrote:the decay can be too strong at times, but i think repairs being so tedious is the larger problem
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Re: Critique: Too strong decay!

Postby Zirikana » Thu Aug 05, 2010 2:32 am

I agree on the whole way-too-fast-decay issue. I basically abandoned my claim for a few months until about a week or two ago. When I came back, everything was pretty much there where I left it, amazingly. Lots of red/worn stuff, but nothing totally gone. But then, after fixing everything up, the past week or so all I do is run around chasing pallisade damage! I realize there's a lot of damage they can take between turning a little off color and falling down completely, but who wants ugly pinstriped dilapidated looking messy pallisades?

I think either something like a craftable sealer or varnish for wooden stuff (i put up a thread on this idea), and maybe something similar for clay and brick stuff (maybe a mortar or stucco made out of charred bones and water? Or Dried clay (on an herbalist table) and water?) to actively stave off decay.

Also, instead of the massive chunks of damage everything takes (KABAM!!!!! everything's red), maybe spread the damage out so it's less at a shot, but takes more shots per day. I don't know, something like that may at least psychologically make it seem less of a hassle even if it isn't a real solution.
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Re: Critique: Too strong decay!

Postby Granger » Thu Aug 05, 2010 3:12 am

Zirikana wrote:Also, instead of the massive chunks of damage everything takes (KABAM!!!!! everything's red), maybe spread the damage out so it's less at a shot, but takes more shots per day. I don't know, something like that may at least psychologically make it seem less of a hassle even if it isn't a real solution.

In case this is done you would be running around the woods, screeming cursewords being able to be heard through the whole of world 3.

Why?

Because then all stuff would get red at basically the same time. All of it.
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