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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kralmir
- Posts: 1234
- Joined: Mon Mar 29, 2010 4:33 am
- Location: a moderate sized box.
Re: Object decay depending on quality
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.
quality matter for the quality of other stuff made with the buildings, thats it.
as for decay, it depends on random decay tick.
[5:09:24 AM] kralmir: shrek is love

[5:09:27 AM] kralmir: shrek is life
"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.

[5:09:27 AM] kralmir: shrek is life
"It's a survival game, not a Survivor game." -Potjeh, feb 1st 2012.
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Nanothnir
- Posts: 315
- Joined: Wed Jan 20, 2010 3:38 am
Re: Object decay depending on quality
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...
So why shouldn't for example, a Q10 Basket take 3 hits, while a Q1000 take hundreds more...
[Politics] The word was derived by the joining of two others, Poli - A Latin word meaning Many. And Tics - Annoying Bloodsucking Parasites...
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DatOneGuy
- Posts: 5553
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Re: Object decay depending on quality
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.
I'm not sure I'd prefer it working that way either.
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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Object decay depending on quality
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.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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VowOfSilence
- Posts: 158
- Joined: Tue Jan 26, 2010 7:57 pm
Re: Object decay depending on quality
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.Nanothnir wrote:So why shouldn't for example, a Q10 Basket take 3 hits, while a Q1000 take hundreds more...
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.DatOneGuy wrote:I'm not sure I'd prefer it working that way.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Object decay depending on quality
I think its good that quality is irrelevant for some stuff.
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sabinati
- Posts: 15527
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Re: Object decay depending on quality
yeahPotjeh wrote:I think its good that quality is irrelevant for some stuff.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Object decay depending on quality
Most of that stuff takes:VowOfSilence wrote: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.Nanothnir wrote:So why shouldn't for example, a Q10 Basket take 3 hits, while a Q1000 take hundreds more...
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.DatOneGuy wrote:I'm not sure I'd prefer it working that way.
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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