It can be implemented in limited scope to release some of server's memory and to make landscapes less obscured.
Decay should be implemented for construction sites of objects used primarily for LP grinding like fires, dream catchers, looms etc.
It has to start after some time (24-96 hours). Each decay hit should remove one or more items in the construction site, maybe starting from not built ones.
Decay of palisade/wall corners should be very slow - to avoid rebalacing the game.
I know it was proposed several times before, but seeing those fields of signs just after a crash make me angry.
viewtopic.php?f=5&t=7370&start=10&hilit ... ction+sign
viewtopic.php?f=5&t=6073&start=80&hilit ... ction+sign
viewtopic.php?f=5&t=5744&hilit=decay+co ... n&start=50
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Avu
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Re: Construction sign decay
One of those threads again... I'll give the standard reply. Materials stockpiles first then sign decay.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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sabinati
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Re: Construction sign decay
Avu wrote:One of those threads again... I'll give the standard reply. Materials stockpiles first then sign decay.
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Sever
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Re: Construction sign decay
Commence the quote pyramid.
sabinati wrote:Avu wrote:One of those threads again... I'll give the standard reply. Materials stockpiles first then sign decay.
Come back two hours earlier.
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Repercussionist
- Posts: 262
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Re: Construction sign decay
Because this ^ would solve the problem below, and plus, I didn't want to be left out of the pyramid.Sever wrote:Commence the quote pyramid.sabinati wrote:Avu wrote:One of those threads again... I'll give the standard reply. Materials stockpiles first then sign decay.
But what about this:
I start building a stone mansion, but about half way through my building, I need to temporarily stop playing for any number of reasons (rl obligations, faulty connection, crash). I don't get a chance to log in for a while, but when I do, my house is gone? (Like I said, material stockpiles would work, but if they weren't implemented and sign decay was, how would you feel about losing something you put a lot of work into just because you couldn't play for a while?)
Zen always wins.
~K~
~K~
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KajetanChrumps
- Posts: 53
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Re: Construction sign decay
I have already read standard replies in few other threads.
The point is to get rid of unfinished fires and maybe few other early game things. I do not want to touch big constructions nor palisade or wall corners.
On the other hand:
After you finish building the mansion it will start to decay and you have to spend your effort to keep it in good condition. Why the unfinished construction should not decay while the finished decays? In RL unfinished things usually decay faster.
The point is to get rid of unfinished fires and maybe few other early game things. I do not want to touch big constructions nor palisade or wall corners.
On the other hand:
After you finish building the mansion it will start to decay and you have to spend your effort to keep it in good condition. Why the unfinished construction should not decay while the finished decays? In RL unfinished things usually decay faster.
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ciroth
- Posts: 231
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Re: Construction sign decay
KajetanChrumps wrote:I have already read standard replies in few other threads.
The point is to get rid of unfinished fires and maybe few other early game things. I do not want to touch big constructions nor palisade or wall corners.
On the other hand:
After you finish building the mansion it will start to decay and you have to spend your effort to keep it in good condition. Why the unfinished construction should not decay while the finished decays? In RL unfinished things usually decay faster.
Then in theory you would never finish building a unbuilt building if your output is less than the decay time. Some people dont grow 600 units of wheat in 1 go.
If you feel so incline to help save the world, then destroy random sign posts you come across
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burgingham
- Posts: 8486
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Re: Construction sign decay
We are not talking about actual constructions here. Construction signs are the only stockpiles in game, for bricks, clay, boards, blocks, you name it. Unless we get a good replacement for those DO NOT MAKE THEM DECAY!
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Repercussionist
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Re: Construction sign decay
Repairs are manageable, and at least you get to use your mansion. But anyway, I see what you mean about only applying it to "early game things", but I don't know if that would take more effort to implement, or whatever. Besides, like burgingham said, it's currently the only way to stockpile materials efficiently. The ones out in the wilderness where people trapped a boar to kill don't really bother me. Lighten the server's load? Eh, only slightly. Even if they were decaying, more would be being built, and it might even encourage doing so since they know that it will eventually decay.KajetanChrumps wrote:I have already read standard replies in few other threads.
The point is to get rid of unfinished fires and maybe few other early game things. I do not want to touch big constructions nor palisade or wall corners.
On the other hand:
After you finish building the mansion it will start to decay and you have to spend your effort to keep it in good condition. Why the unfinished construction should not decay while the finished decays? In RL unfinished things usually decay faster.
Zen always wins.
~K~
~K~
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jorb
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Re: Construction sign decay
Meh, all decay sucks tbh.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose