Granger wrote:Possible solution: Run a background task that iterates with low priority through all areas
So this would in effect be a "bot" that loads maps and apply's decay .. it would solve problem only partly as the decay is still only applied randomly across the map meaning a area could have been loaded a 100 times before some objects gets its first decay hit as is proven to us by how slow berries grow..
i suggest a more accurate decay system where everything in a unloaded are that the bot checks should receive a decay hit but instead of having everything go boom at the same time make the amount of decay applied to each object random.
And like Sevenless said make a separate system for berries or even make it once player has interacted with a berries bush it migrates to the farming system where it grows in stages just like any other crop and to prevent unneeded server load if the berries have only been foraged at the end of its first cycle return it to the decay system, but if its been planted in a pclaim/vclaim or near a bee skip it stays in the farming system. This solves both issues regarding decay.
Edit:
Interesting how the topic shifted from traveling to decay. Maybe move this to critics and ideas and i will edit the first post to denote the shift in topic
As for my original question "Do Milestones Decay?"
I think sigh posts/Milestones should not receive any decay hits if its been used in the last x days seeing as you don't have a choice but to build it outside your claim to get from point A - B.