by loftar » Thu Aug 05, 2010 6:28 am
The decay probably is wrong in one way or another, but I'm not sure just what way. While it's probably purely wrong on some objects (Timber houses? Palisades? I'm not sure.), it is for the most part adapted so that certain things will disappear after a given time -- mostly around RL 8 weeks for most things, but it certainly differs. The basic intent with decay is that things left unused will disappear, not clogging the map (which is, admittedly, a far smaller problem now than it was back in world 1, but nevertheless), and to a smaller extent, to provide a sink for resources. The latter ensures that there is a kind of natural limit for how large installations are maintainable by a single player soloing the game, which I think is a good thing.
It's mainly a problem with palisades and other walls due to the sheer number of objects that can be damaged. I think it might be reasonable to do something like this with walls:
1. As was actually my original intention with walls, when a wall segment is destroyed, neighboring segments (but probably not cornerposts) should be severely damaged -- taking 90% or so of their total health in damage, plus/minus some random factor.
2. As long as a wall segment (apart from a cornerpost) is directly surrounded by two other segments, it doesn't take decay damage at all below 80-90% or so (at which point it won't even show up as damaged).
That would mean that, as long as a wall is standing and maintained, only the corner posts would need repair, but when they fall, large portions of the wall will fall with them. That would make maintenance much easier, but the wall would still fall as quickly when left truly unmaintained.
It is, however, probably as Jackard says; that the main problem is how tedious repairs are. It would probably be made far better if the character could, at least, be put into "auto-repair mode", fixing up the closest thing that is damaged and continuing until he's out of material (or no more damaged objects can be found).
"Object-oriented design is the roman numerals of computing." -- Rob Pike