repair and deterioration

General out-of-character discussion among players of Cantr II.

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Surly
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Postby Surly » Fri Sep 15, 2006 4:11 pm

Jos Elkink wrote:
formerly known as hf wrote:Until use-based decay is implemented, repairing is going to stay broken.


Yes, I agree on that one, and we're currently discussing it ...
I know that. However... discussion doesn't always lead to a conclusion, does it? There are plenty of discussion threads in various forums to show that... :wink:
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Jos Elkink
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Postby Jos Elkink » Fri Sep 15, 2006 4:13 pm

The Surly Cantrian wrote:I know that. However... discussion doesn't always lead to a conclusion, does it?


Yes, but it's a longstanding habit in ProgD that we never promise to program something ;). So that we now have a discussion is all I'll say publicly. Privately, I hope it'll be implemented very soon, but that's not a promise :)
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Postby wietse » Fri Sep 15, 2006 4:36 pm

I think the best to deal with deteriorating objects (when enforced) is just to let them deteriorate.

Tools departement is creating more and more tools and semi-finished products you need to make something. This is supposed to make people specialize. Only where my characters are there is not enough demand for specialized products to start an assembly line. When i make tool i make it to create just one, maybe two things of somethings.

So instead of putting time in repairing these tools which i only need once every 20 cantr years, I'll just let them deteriorate and build new ones when i finally need them. It's my guess this is probably more efficient then repairing them for 20 years...

and about the working together thing to form a society: just make attacks to people possible and the destruction of objects and take the bugs out of the combat/pushing/pirating system. This will make people work together for protection.
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Mykey
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Postby Mykey » Fri Sep 15, 2006 4:43 pm

Has understood not absolutely well.
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Postby BarbaricAvatar » Fri Sep 15, 2006 4:53 pm

I like Mykey's suggestion, it makes a lot of sense.

Is a 'used' tool less affective than a 'brand new' tool?

If so then what exactly can you hope to achieve in the game? You've just made yourself some clothing, and your bone knife has deteriorated to 'used'. You decide to use it to make a weapon anyway with it, but it takes twice as long as normal because you're skill is awkward and the knife is damaged.
You repair the knife when you've finished then you notice that in the time it took to do that, your bagh-nakh has decayed while you've been hitting animals with it. So you start repairing that, but because of your skill level it takes over a day to finish. Then an animal attacks you and your bone shield needs repairing... etc

Ok, that is an extreme as i'm sure that rotting won't be that fast. But still, how the hell can you move forward and achieve anything in game if everytime you use something it needs repairing or replacing?
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Nakranoth
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Postby Nakranoth » Fri Sep 15, 2006 5:36 pm

That's really quite simple... you're thinking of things happening entirely too quickly... Once it's properly balanced, you won't need to spend your life maintaining just one set of equipment... mind you, maintaining two or three would become difficult, but that's just to help force specializations.
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Mykey
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Postby Mykey » Fri Sep 15, 2006 5:59 pm

The authoritative answer, curiously...
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Nakranoth
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Postby Nakranoth » Fri Sep 15, 2006 7:49 pm

Oh yeah, I don't expect perfect balance off the bat, but hey, I know that right now they're makeing it better, and if it's anywhere near what it should be, then we'll be alright.
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viktor
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Postby viktor » Fri Sep 15, 2006 11:36 pm

:lol: most of my characters don't even rapair bone needles and knives. in most cases the time to repair something vs the time to make a new, depending on just how myuch the character needs and and since bone is usually common, they just let it rot away to nothing.
:lol: i remember when repair was first implimented one of my chars was just gong to let a crowbar rot away and make a new one, but then it got adjusted and repairing it became feasable :lol:
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Postby wichita » Fri Sep 15, 2006 11:50 pm

viktor wrote:most of my characters don't even rapair bone needles and knives. in most cases the time to repair something vs the time to make a new, depending on just how myuch the character needs and and since bone is usually common, they just let it rot away to nothing.

:shock: Someone understands that? *faints*

In the near future, it will hopefully become even more obvious why it is worth spending steel on a hammer or knife. A few players here and there have figured it out and used the system to its advantage.
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Postby Schme » Sat Sep 16, 2006 12:53 am

At first I thought deterioration was a bad idea.

I suppose it's not so bad now, but not for the reason that the staff says that implemented it.

What I've always felt is that this would be much better done if the rot times were half what they are now, and that you could repair while travelling.

As for using repair projects to keep things from deteriorating, the thought had never occured to me until the announcement.

They say it's a bug. How as anyone supposed to know you didn't want us to do it? It seems to me that it's more of an oversight.
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Postby Chris Johnson » Sat Sep 16, 2006 1:27 am

You are right, to be honest it was an oversight when implemented

But we (ProgD) have been aware of it for a long long time so in our eyes its' not even a bug but an unwanted feature ;) (which are all just a polite word for a f**k up anyway).
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Mykey
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Postby Mykey » Tue Sep 19, 2006 4:35 am

YES, this intelligible message
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wichita
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Postby wichita » Tue Sep 19, 2006 2:04 pm

That is exactly what RD is working on, Mykey, and what I have been trying repeatedly to say we are trying to achieve. ;)

Bone and stone tools crumble easily and are hard to repair.

Iron and steel tools are durable and easy to smooth out or sharpen.

Anything in the spectrum containing aluminium over iron/steel will be a step better than those.

It is likely not going to affect the old developed areas, but we are working to ensure with resource placement in the newer locations that bronze will be a viable intermediate for new cultures. We thought about working this out for the old islands as well, but iron and steel are well established. Bronze will be left as one of those little unique special technologies for some young cultures out there.
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