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Posted: Fri Oct 06, 2006 11:58 pm
by Doug R.
In case no one noticed, repair rates have nearly tripled today, so I think we can eliminate rot as a problem.
Posted: Sat Oct 07, 2006 8:48 am
by Phalynx
Improving repairs is not the same as solving rot...
Posted: Sat Oct 07, 2006 10:41 am
by SekoETC
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.
Posted: Sat Oct 07, 2006 2:13 pm
by wichita

Well.....I quit.
Posted: Sat Oct 07, 2006 10:48 pm
by Nosajimiki
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
THANKYOU RD!!!
[edit]: edit removed

Posted: Sat Oct 07, 2006 11:18 pm
by Chris Johnson
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.
Posted: Sat Oct 07, 2006 11:33 pm
by The Sociologist
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.
Posted: Sat Oct 07, 2006 11:38 pm
by ratm
Three cheers for the RD!
Posted: Sat Oct 07, 2006 11:47 pm
by Talapus
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.
Posted: Sun Oct 08, 2006 1:35 am
by Nosajimiki
I'd rather 10 hours every 100 days

Posted: Sun Oct 08, 2006 2:18 am
by sanchez
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.

Posted: Sun Oct 08, 2006 2:37 am
by Talapus
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.
Posted: Sun Oct 08, 2006 3:27 am
by wichita
Nosajimiki wrote:I'd rather 10 hours every 100 days

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.
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.)
Posted: Sun Oct 08, 2006 7:41 am
by dryn
Can I assume that items already in a repair project will also be affected?
Posted: Sun Oct 08, 2006 7:52 am
by Nosajimiki
Nosajimiki wrote:I'd rather 10 hours every 100 days

that comment was only in context of the conversation, I really ment 10 hours every 100 years

... 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.
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
