DatOneGuy wrote:Just like eating, I wouldn't mind sitting there repairing the whole wall if it was just load up 30 and BAM repaired when I click, but having to wait over a minute to repair each piece? Huge pain in the rear end.
Arguably so, indeed.
DatOneGuy wrote:Just like eating, I wouldn't mind sitting there repairing the whole wall if it was just load up 30 and BAM repaired when I click, but having to wait over a minute to repair each piece? Huge pain in the rear end.
loftar wrote: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.
Rudimental wrote:So... I can suddenly repair things instantly.
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