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sabinati
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increase the durability of drying racks
i'm sure we've all seen the threads of "what happened to my drying rack" (i'll do a round-up of them at some point) enough that it should be obvious why. nothing should decay in 1 hit, even in level X territory.
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loftar
- Posts: 9096
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Re: increase the durability of drying racks
Well, just for the record, it is indeed only because it is in level X territory that it decays in one hit these days; I changed the one-hit-decay of it quite some time ago.
I can agree that you have a point that it shouldn't decay in one hit just because it is in Mordor, though; the question is just by what mechanic that should be avoided. I think it would decay too slowly in fully civilized territory if the decay damage were changed to require more than one hit in Mordor, so maybe it would be acceptable that the decay function itself leaves anything which would decay entirely from full health at 1 HP instead?
I can agree that you have a point that it shouldn't decay in one hit just because it is in Mordor, though; the question is just by what mechanic that should be avoided. I think it would decay too slowly in fully civilized territory if the decay damage were changed to require more than one hit in Mordor, so maybe it would be acceptable that the decay function itself leaves anything which would decay entirely from full health at 1 HP instead?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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sabinati
- Posts: 15527
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Re: increase the durability of drying racks
sounds perfectloftar wrote: maybe it would be acceptable that the decay function itself leaves anything which would decay entirely from full health at 1 HP instead?
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Dataslycer
- Posts: 1420
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Re: increase the durability of drying racks
It sounds like this would also end up working for cupboards as well.
If you keep focusing on the shadow behind, you will not see the light in front of you.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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Lothaudus
- Posts: 641
- Joined: Fri Oct 23, 2009 12:32 pm
- Location: Adelaide, Australia
Re: increase the durability of drying racks
... and boats. As that's the only reason I can explain for logging back in where I logged out to find myself standing in the middle of a river with two empty chests behind me and being told "I need swimming to cross deep water". Though I could walk on the water a bit, which was fun.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
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Zamte
- Posts: 526
- Joined: Sun Apr 04, 2010 2:12 am
Re: increase the durability of drying racks
I just kind of dislike the system as a whole. Decay itself is good. Things should require repair, as this adds a maintenance element. However having things disappear ought to be reserved for a "This is abandoned and we want to free up space" concept. I would honestly like to see a system where say, if it's a tool that modifies or makes other things, using it when it's under 50% would lower the quality of the end product, and if it was under 10% then it would be entirely unusable. With such a system, there's still a need to repair things regularly, and the maintenance aspect still exists, without things just disappearing. Have them only full on vanish if they go two decay hits sitting at 1 HP. I don't think it's desirable to have things people are actively using just vanish on them, but I fully understand the need for things in disuse to be removed to create space.
Perhaps another option would be to allow certain items to be "reinforced" as well as repaired? If you know you're going to be away a while for instance you could repair your drying frames which would allow them to take twice as much punishment, but would require twice as many items as the initial build did.
Perhaps another option would be to allow certain items to be "reinforced" as well as repaired? If you know you're going to be away a while for instance you could repair your drying frames which would allow them to take twice as much punishment, but would require twice as many items as the initial build did.
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: increase the durability of drying racks
Decay and repair annoys me as well. Lemme find and bump the thread on rune shields
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Emperoar
- Posts: 4
- Joined: Sat Jan 23, 2010 6:48 am
Re: increase the durability of drying racks
yesterday i found a dead fox, so i went home and build a completely new skin rack, when i logged in today its gone, but all my older skin racks are still there, wtf happened? just lost my first and only fox skin 
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Swordmage
- Posts: 124
- Joined: Fri Mar 26, 2010 3:48 am
Re: increase the durability of drying racks
As I understand things, each tile has a random chance for a decay hit every decay cycle (what ever length of time that is). Since your drying frames only have 1 decay point, the first one hit is the first one to go (having nothing to do with age). Think of it like putting up spice mining plants on Dune: sandworms randomly hit them and they go down in one hit, but you don't know which will be the lucky one.Emperoar wrote:yesterday i found a dead fox, so i went home and build a completely new skin rack, when i logged in today its gone, but all my older skin racks are still there, wtf happened? just lost my first and only fox skin
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Junodavidw
- Posts: 12
- Joined: Wed Mar 24, 2010 11:34 pm
Re: increase the durability of drying racks
Yeah, uh.... With that server crash that just happened, I built a drying rack and put a boar hide on it, and now the rack is missing. z_z