Change in Repair Rates

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

Moderators: Players Department, Public Relations Department

User avatar
Doug R.
Posts: 14857
Joined: Wed Mar 23, 2005 6:56 pm
Contact:

Postby Doug R. » Fri Oct 06, 2006 11:58 pm

In case no one noticed, repair rates have nearly tripled today, so I think we can eliminate rot as a problem.
Hamsters is nice. ~Kaylee, Firefly
Phalynx
Posts: 2324
Joined: Mon Dec 26, 2005 12:12 am
Location: Middle England
Contact:

Postby Phalynx » Sat Oct 07, 2006 8:48 am

Improving repairs is not the same as solving rot...
R.I.P:
Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Sat Oct 07, 2006 10:41 am

Hey, no chatting in this thread! Mooooooooods!! Anyway, since everyone else is doing it, yeah, upping repair rates doesn't really help. In fact it totally annoys me when something looks used or often used and only takes 3 hours to repair.
Not-so-sad panda
User avatar
wichita
Administrator Emeritus
Posts: 4427
Joined: Mon Jan 17, 2005 6:46 pm
Location: Suomessa!

Postby wichita » Sat Oct 07, 2006 2:13 pm

:| Well.....I quit.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
User avatar
Nosajimiki
Posts: 468
Joined: Tue Aug 01, 2006 5:13 pm
Location: in front of a computer

Postby Nosajimiki » Sat Oct 07, 2006 10:48 pm

Doug R. wrote:In case no one noticed, repair rates have nearly tripled today, so I think we can eliminate rot as a problem.


I dont care what they say, it's still a big help. Personally I would have cut the rot rates and left repairs at same rate, but I'll take what I can get :D

THANKYOU RD!!! :lol:

[edit]: edit removed :wink:
Last edited by Nosajimiki on Sat Oct 07, 2006 11:47 pm, edited 1 time in total.
#004400 is my favorite color.
User avatar
Chris Johnson
Posts: 2903
Joined: Wed Dec 01, 2004 3:26 pm
Location: East Sussex, United Kingdom
Contact:

Postby Chris Johnson » Sat Oct 07, 2006 11:18 pm

Split from problems with Cantr Thread .


The changes have been made at the individual tool level - not a single figure change - RD have put an incrediable amount of work into adjusting the repair rates - Usage based decay is about to be introduced and then time based decay will also be substantially reduced.
User avatar
The Sociologist
Posts: 878
Joined: Mon Sep 06, 2004 11:54 pm

Postby The Sociologist » Sat Oct 07, 2006 11:33 pm

Yes, this helps those of my characters with poor skills at making or repairing tools, and who would then often take more than a day. For those that are expert and seldom take more than 8 hours anyway, it means little since I seldom log in at at such widely separated times. But this change had to be made, though more to do with the skills system than anything else.
ratm
Posts: 56
Joined: Sat Sep 10, 2005 4:47 am
Location: A kangaroo's pouch

Postby ratm » Sat Oct 07, 2006 11:38 pm

Three cheers for the RD!
I refuse to answer that question on the grounds that I don't know the answer.
-- Douglas Adams
Talapus
Posts: 1452
Joined: Thu Jun 02, 2005 9:05 pm
Location: Montana

Postby Talapus » Sat Oct 07, 2006 11:47 pm

Nosajimiki wrote:[edit]: For those who dont know why they did it the way they did I'm pretty sure they did it b/c it's a lot easier to change the one number (repair/day) instead of a few hundread numbers (each indiviudal tool's rot rate) or writing a perl script to do it for them.


As has been mentioned, each tool is adjusted seperately, and each has its own value. The reason that repair rates were changed over rot rates, is that people complain if things take a long time to repair, even if it takes forever to get there. People would rather be forced to spend 2 hours repairing every 10 days, then spend 10 hours every 100 days (even though the latter actually requires less work). People won't really notice if we change the rot rates, and would keep up their current level of bitching. I believe the current state to be a temporary fix until use based decay is finally finished.
User avatar
Nosajimiki
Posts: 468
Joined: Tue Aug 01, 2006 5:13 pm
Location: in front of a computer

Postby Nosajimiki » Sun Oct 08, 2006 1:35 am

I'd rather 10 hours every 100 days :lol:
#004400 is my favorite color.
User avatar
sanchez
Administrator Emeritus
Posts: 8742
Joined: Thu Jan 26, 2006 6:37 pm

Postby sanchez » Sun Oct 08, 2006 2:18 am

Talapus, I can disagree with that. It's the having to start new projects constantly that sucks up all the minutes I have to spend for some chars. They just stop speaking, stop being engaged in anything but repairs. I don't care if projects are long. Sorry Wichita. Rot rates would have made a huge difference. Fixing obviously broken repair rates on metal items was necessary, but does not address the busywork issue. :|
Talapus
Posts: 1452
Joined: Thu Jun 02, 2005 9:05 pm
Location: Montana

Postby Talapus » Sun Oct 08, 2006 2:37 am

Perhaps you might feel so, but that is not what I have seen from the forums as a whole. People always bitched about the repair of iron shields, but never about crossbows. Why is that? They both had the same repair to rot ratios, but the shield rotted at less then a quarter of the speed of the crossbow. Thus a crumbling iron shield would take four times as long to repair as a crossbow in a similar state. People apparently don't like long repair projects, and would perfer that we quadruple the rot and repair rates. Illogical? Perhaps. There is obviously a correlation between long repair times and discontent, and I also believe it to be causation.
User avatar
wichita
Administrator Emeritus
Posts: 4427
Joined: Mon Jan 17, 2005 6:46 pm
Location: Suomessa!

Postby wichita » Sun Oct 08, 2006 3:27 am

Nosajimiki wrote:I'd rather 10 hours every 100 days :lol:


That is actually not too far off from the values we have been dealing with for the longest time. The average tool currently lasts for well over 200 days and took an average of 18 hours to repair. And like Talapus said, deterioration per use is on its way so this is a temporary state, but this is not being scripted. We are looking at each and every tool and I am manually adjusting them one number one item at a time in the database, once for...every....friggin'....object....in...the....game..... :|

Please try and understand if it ain't finished by tomorrow. :lol:

John Tsai has put a lot of effort into developing a systematic approach to assigning decay rates. Hopefully everyone will see some sort of favorable changes in the process (though I have my doubts.)
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
User avatar
dryn
Posts: 154
Joined: Mon Jun 26, 2006 9:12 am
Location: New Zealand

Postby dryn » Sun Oct 08, 2006 7:41 am

Can I assume that items already in a repair project will also be affected?
User avatar
Nosajimiki
Posts: 468
Joined: Tue Aug 01, 2006 5:13 pm
Location: in front of a computer

Postby Nosajimiki » Sun Oct 08, 2006 7:52 am

Nosajimiki wrote:I'd rather 10 hours every 100 days :lol:


that comment was only in context of the conversation, I really ment 10 hours every 100 years :twisted: ... okay that might be a little extreme, (untill you get use rot/use working inwhich case it probably would be accurate)

wichita wrote: but this is not being scripted. We are looking at each and every tool and I am manually adjusting them one number one item at a time in the database, once for...every....friggin'....object....in...the....game..... :|

Please try and understand if it ain't finished by tomorrow. :lol:


Ewe... I've been there more times than I care to count on my own projects... ofcourse half those times I'd finnish only to have my programmer ask why I didn't use a script :roll:
#004400 is my favorite color.

Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest