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Onionfighter
- Posts: 2957
- Joined: Sat May 30, 2009 8:45 am
- Location: Mordor
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Fix all (fences)
Agreed, fixing walls/fences is one problem but other things still break just as fast, your idea solved more problems overall.Onionfighter wrote:I prefer my decay shield idea, but yes, fixing walls/fences sucks.
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mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: Fix all (fences)
I know.Danno wrote:My problem is just that this aspect of the gameplay is not fun in my opinion.
Problem is that ideas don't sell themselves in general.
(Bad why's can kill even the best of idea's + Me being a little over critical on your why's.)
Ignored(29): "Would you like to know more"
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mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: Fix all (fences)
To what are you revering here?Onionfighter wrote:I prefer my decay shield idea, but yes, fixing walls/fences sucks.
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Aha. This one I presume. (Decay Shield - Reducing Tedium)
Ignored(29): "Would you like to know more"
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Danno
- Posts: 429
- Joined: Tue Jul 13, 2010 12:21 am
- Location: Canada
Re: Fix all (fences)
I think I prefer yours (and the ideas posted by others in that topic), as well... It sounds like a better solution. All the damaged drying racks and crates lying around are also a huge problem, but I couldn't think of a fair way to handle that.Onionfighter wrote:I prefer my decay shield idea, but yes, fixing walls/fences sucks.
And thanks for the link, mvgulik.
RIP