Gauteamus wrote:I think the game should have some sort of (rather slow) decay mechanism on ALL items, something akin to the degradation of Symbel items.
I'll not present any hard suggestions for actual mechanics here, but IMO both a (slow) quality decay based on time as well as a per-use decay would be fine (for items that have a well defined concept of "use", like straw hats).
While I do agree that there should be more general item decay (linen clothes are a prime example), I think the main problem with leather is not the lack of sinks, but the general lack of leather stuff, quite simply. There's almost nothing meaningful that can be done with it. Apart from a more expanded leather industry as such, leather should probably be introduced a quite a number of crafting recipes and blueprints here and there.
Avu wrote:If you want to sell decay to me gimme something in return.
To be fair, you do get more content in return to compensate for the decay. If food decays, for instance, a lot more things could be introduced to modify it, such as pickling, drying and smoking, or special containers to make them decay at various speeds, or special foods that are really good but decay within minutes, &c. The same thing can be said about most decaying things. It has the potential to make the game more varied and introduce more trade-off choices.
In my mind, there are two kinds of decay in Haven -- one kind that is simply supposed to keep the map clean from people who've stopped playing, which is the purpose of the generic map decay; and one that is supposed to make the game more challenging, which would be the purpose of decaying food, clothes and other such things. The problem with the first kind is that it occurs even while players are active. That is not a
huge problem, since it adds some generic resource sinks that are at least kind of convincing, and it ensures that settlement sizes scale properly with the number of players involved in them; but there is certainly a problem of balancing it so that the decay isn't horrible, while it, on the other hand, doesn't keep unused things around for longer than they should be. The main problem with the second kind is that it may, indeed, just become a form of tedium if not done properly. I think that
can be avoided by careful design, though.