Fix all (fences)

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

Fix all (fences)

Postby Danno » Wed Jul 28, 2010 12:53 am

I just have a cheap little fence of branches around my area for now, and the pieces of the fence are always rotting away (even on pavement)... Rarely to the point of disappearing, but there are a bunch of damaged spots. I've also seen this in palisades along my travels. Anyhow, it's pretty annoying having to carry a bunch of branches and patch these spots up one by one. How about an option to fix the entire fence in one go?

You could right-click a cornerpost, choose "Fix fence", then it would magically repair the fence in all directions until the next cornerpost. It would still fix them one by one, you'd still have the hourglass, and it would only repair as long as you've got the supplies handy. It would just be less tedious. This could also work for palisades and I suppose brickwalls (I don't think I've even seen those yet, so I dunno how troublesome their decay is).


edit: This idea is better: viewtopic.php?f=5&t=6096
Last edited by Danno on Thu Jul 29, 2010 1:20 am, edited 1 time in total.
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Re: Fix all (fences)

Postby aso11 » Wed Jul 28, 2010 2:09 am

while this defeats the purpose of the wall decay (whatever that is, jorb :P), I like it, being the lazy bum I am
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Re: Fix all (fences)

Postby murphylawson » Wed Jul 28, 2010 2:32 am

roundpole fences should maybe have this as decay only serves the purpose of letting in boars, "real" fences shouldn't as it makes it unbalanced.
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Re: Fix all (fences)

Postby Danno » Wed Jul 28, 2010 5:45 am

There could be some additional limitations such as being unable to "fix all" repair it while it's being attacked, or even within 30 minutes of the most recent attack. Maybe even a shorter range than from one cornerpost to the next... just preferably something so I wouldn't have to fill my inventory with materials and repair the fence every few tiles, then go all the way back to wherever I can get more materials... all to find more parts of the fence decayed by the next day. While this game contains lots of repetition, this is one loop I could do without.
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Re: Fix all (fences)

Postby mvgulik » Wed Jul 28, 2010 6:08 am

Danno wrote:just preferably something so I wouldn't have to fill my inventory with materials and repair the fence every few tiles, then go all the way back to wherever I can get more materials... all to find more parts of the fence decayed by the next day.

Not much of a idea if you ask me ... sound more like a "I'm bored with this feature, so please adjust it" complaint now.
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Re: Fix all (fences)

Postby Sarge » Wed Jul 28, 2010 8:26 am

As much as I can understand decay to be necessary in some areas of the game, I don't believe repairs should be a tedious chore. I do think though that there is no reason why the repair should stop at the next cornerpost however, it may as well continue throughout all connected tiles of the same fence type.

Either, the hour glass repeats for every repair component in your inventory while the toon remains stationary at the starting corner post or, auto-walk-(pathfind) (like milestones) along the fence to the next repair point, hour glass repeat again as previous, until linked fence tiles are repaired, out of repair materials or toon can not access the next repair tile.

Nothing springs to mind why this is not a good idea... except maybe some thought might need to be given to how this could affect preventative-strategy while you are trying to ram walls. I.e. in the 1st scenario (stationary toon at cornerpost), the defender could hide behind a cornerpost on the opposite side of a village (as example) with a full inventory of bricks or blocks and just auto-repair where the attackers are trying to ram. For this reason, I would think the latter idea of auto-walking (with pathfinding) may be a better idea.

At OP: I think this is a very nice idea. BIG +1 from me.
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Re: Fix all (fences)

Postby mvgulik » Wed Jul 28, 2010 9:12 am

Sarge wrote:... auto-walk-(pathfind) (like milestones) along the fence to the next repair point, hour glass repeat again as previous, until linked fence tiles are repaired, out of repair materials or toon can not access the next repair tile.

If there is a range limitation for the detection of the next item to be repaired ... that would solve the
Sarge wrote:the defender could hide behind a cornerpost on the opposite side of a village (as example) with a full inventory of bricks or blocks and just auto-repair where the attackers are trying to ram.
problem.

Range details: If your repairing a wall(any) and the next element needs no repair, it will be skipped. Or the character walks to next closest element that is in need of a repair. But If there are no wall elements in the given range that need a repair. The repairing mode stops. This would not need a full wall scan to find that last wall part that need a repair. And would not allow for a "click on wall" to find spots that can use some repairing.

(I don't know. But I'm starting to get the feeling this could already be on the dev's todo list. Future world probably if thats the case.)
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Re: Fix all (fences)

Postby Granger » Wed Jul 28, 2010 10:25 am

It would already help in case the repair function would seek - say - 3 tiles from the toon for objects similar to the one clicked to perform the repair.

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Re: Fix all (fences)

Postby Darkren » Wed Jul 28, 2010 12:13 pm

+1. Easier repair would be nice.

Also, problem with Sarge and Granger's suggestions would be that corner posts can have more than two fences attached to it; e.g., a three or four-way cornerpost. What if it chooses a fence element opposite of where the character is? Pathfinding, maybe. What about a four-way, inaccessible corner post? Granted, you'd probably have trouble repairing it anyways (I don't think fence elements have a small enough bounding area to allow cornerpost repair?), but would it completely stop the repair process?
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Re: Fix all (fences)

Postby Danno » Wed Jul 28, 2010 11:50 pm

mvgulik wrote:
Danno wrote:just preferably something so I wouldn't have to fill my inventory with materials and repair the fence every few tiles, then go all the way back to wherever I can get more materials... all to find more parts of the fence decayed by the next day.

Not much of a idea if you ask me ... sound more like a "I'm bored with this feature, so please adjust it" complaint now.

I did suggest something, I'm just not being too picky. Anything that does the trick is fine with me, doesn't have to be even remotely similar to my suggestion. Also, I read that the developers pretty much look at these for ideas, not for step-by-step instructions on what to change/add. But yes, the bottom line is that I don't like the feature as it currently is and that I want it changed for that reason. It's not like I'm saying "remove decay altogether" just because I find it inconvenient, though. We need obstacles like this to add some challenge to the game. It would be too boring if we just farmed our crops all day to raise our stats with no risk of decay, death, theft, etc. My problem is just that this aspect of the gameplay is not fun in my opinion.

Anyhow, the walking thing sounds alright other than that you'd be walking away from your supplies, stranded again in the middle of your fence with nothing to work with. I wouldn't mind a few trips, but this would still be extremely time consuming if you have a semi-large fence. You might be better off just spending your time raising your stats and making your land claim larger rather than messing around with the fence every couple of days.
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