Object decay depending on quality

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Object decay depending on quality

Postby VowOfSilence » Fri Jul 02, 2010 2:55 am

What the title says.
Not sure if that's how it currently works - but if it that's how it is, it's hardly noticable...
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Re: Object decay depending on quality

Postby kralmir » Fri Jul 02, 2010 2:58 am

nobody ever said it was dependent on quality.

quality matter for the quality of other stuff made with the buildings, thats it.

as for decay, it depends on random decay tick.
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Re: Object decay depending on quality

Postby Nanothnir » Fri Jul 02, 2010 7:02 am

What I think he means is that a Q10 Basket will decay with the same number of hits as a Q1000 Basket...
So why shouldn't for example, a Q10 Basket take 3 hits, while a Q1000 take hundreds more...
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Re: Object decay depending on quality

Postby DatOneGuy » Fri Jul 02, 2010 11:02 am

From what I've noticed, that's not how it works at all.

I'm not sure I'd prefer it working that way either.
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Re: Object decay depending on quality

Postby Chakravanti » Fri Jul 02, 2010 1:54 pm

DatOneGuy wrote:From what I've noticed, that's not how it works at all.

I'm not sure I'd prefer it working that way either.
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Re: Object decay depending on quality

Postby VowOfSilence » Fri Jul 02, 2010 8:40 pm

Nanothnir wrote:So why shouldn't for example, a Q10 Basket take 3 hits, while a Q1000 take hundreds more...

That's what i meant. It could just use the FEP formula: Q40 takes twice as long to decay, Q90 takes 3 times as long, and so on.

DatOneGuy wrote:I'm not sure I'd prefer it working that way.

Why not? I don't see a downside. Q for containers and all would actually matter. You'd have the choice between building high Q objects or just build cheap stuff and repair it if it breaks. Most common ruins probably won't last much longer than they do now.
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Re: Object decay depending on quality

Postby Potjeh » Fri Jul 02, 2010 8:41 pm

I think its good that quality is irrelevant for some stuff.
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Re: Object decay depending on quality

Postby sabinati » Fri Jul 02, 2010 9:22 pm

Potjeh wrote:I think its good that quality is irrelevant for some stuff.


yeah
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Re: Object decay depending on quality

Postby DatOneGuy » Fri Jul 02, 2010 9:45 pm

VowOfSilence wrote:
Nanothnir wrote:So why shouldn't for example, a Q10 Basket take 3 hits, while a Q1000 take hundreds more...

That's what i meant. It could just use the FEP formula: Q40 takes twice as long to decay, Q90 takes 3 times as long, and so on.

DatOneGuy wrote:I'm not sure I'd prefer it working that way.

Why not? I don't see a downside. Q for containers and all would actually matter. You'd have the choice between building high Q objects or just build cheap stuff and repair it if it breaks. Most common ruins probably won't last much longer than they do now.

Most of that stuff takes:
1)Clay
2)Wood

These are already precious enough resources, while I do think that let's saying having a huge 'medium quality' grove alongside your high quality trees would be nice it may not be the nicest thing (I think a medium quality huge grove should be next to necessary for anyone though to be honest).


The only real problem is here is resource depletion which isn't a 'huge' issue but it would also probably mean that lower Q things would decay faster (Let's say halve the HP of objects and have it increase based on the quality formula).

Obviously soak shouldn't scale, or if it did it should scale in a much smaller way. Otherwise yes I'd go around raking in q40 clay to make into q50~60 bricks (good kiln, good branches), to make a 175+ soak brickwall, yes, yes I would.

Furthermore, if this happens rams need to scale with damage, I don't know why they don't (if they don't).
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