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Repairs: A Tutorial

Posted: Mon Nov 21, 2005 11:43 pm
by nitefyre
I'm trying hard to keep a lid on my rant. But let me whistle my tea kettle first and make an obnoxiously sharp sound. I've just spent about 100 clicks (at least, probably verging more on 200+) moving tools, etc, into repairs. Perhaps this gives somebody somewhere some insight to why I would want to eliminate half of my account in the first place. Just maybe, you sympathize, or at the very least, can feel empathy for my situation. This is not at all the first time I've had to do it, but as far as I'm concerned, will be the last time. Why is it going to be my last time? Because I'm going to spend half as much time to explain a way to make things more reasonable.

1) Cut the current time values down by half. If Y is the current value, put a denominator of 2 underneath it, and call this value X.

2) Proceed to use Y as the value rot for things outside on the floor/or in one's inventory. Use X for those on the floor indoors.

3) I know there's been talk about making repair projects degrade overtime. :) Let's leave that alone. If a sword can be stored for hundreds of years, so can mine, if I "store" (i.e. leave in "repair") right.* We'll call that Z (time and rot freeZe)

*The only exception would be if "storage containers" were to gain a use. This would be it, rather than repair projects, these would be that "time n' rot freeze" (Z) zones. That's if we can put items into them without disappearing. Then, please, by all means, proceed to make Y the value for inventory/outside, X on the floor and repair projects, and Z for storage containers.

Posted: Mon Nov 21, 2005 11:48 pm
by Thetaris
*nods* You're being a little specific in what you'd like to apply this to, but I do like the idea.

Posted: Tue Nov 22, 2005 12:11 am
by Sarah
I am sympathetic . . . one of my characters has 30+ repairs she's trying to get done . . . and that's just the half of her tool / weapon collection that needs repaired the most. Although your situation sounds worse than mine.

But, conversely, shouldn't the item rot inconvenience the wealthy old characters? The characters with huge hoards of stuff (mine included) need to get rid of some of it and / or pay people to maintain it. Some of my characters could use the challenge posed by deterioration. They've got so much stuff, there's not any more material things to be desired. :roll:

Posted: Tue Nov 22, 2005 12:35 am
by formerly known as hf
It should affect the really rich - so I knida understand the reasoning behind things wearing out when just on the ground

BUT
I have a not so very rich character, who owns maybe a dozen tools. He works by himself, and there's hardly enough work in his trade to keep him going, let alone being able to employ or work with someone else.

So he spends inordiante amounts of time repairing his stuff...

I also think the 'start a repair project and the item is in effective stasis' is silly - either things don't wear out on the ground or in projects, or they wear out in both.
*grumbles: Especially annoying when some clever dick decides to start two dozen repair projects in the council hall, effectively delaying any use of said items, and doubly annoying when it's about to be opened up as public storage...

Posted: Tue Nov 22, 2005 3:04 am
by Thetaris
I honestly think that items shouldn't deteriorate if they are in your inventory for only a couple of years. They should, however, if you are striked. I mean- if you're holding a blade or a bone knife, you can't tell me it's not going to get damaged if you're being fired upon by a volley of arrows and a slash of a sword. It would be minimal, but it would be a factor.

Posted: Tue Nov 22, 2005 3:07 am
by the_antisocial_hermit
hallucinatingfarmer wrote:I also think the 'start a repair project and the item is in effective stasis' is silly - either things don't wear out on the ground or in projects, or they wear out in both.


I think they're working on making it so things deteriorate whether they're in repair projects or not...

Posted: Tue Nov 22, 2005 3:48 am
by Talapus
Or perhaps a button next to repair called "Store" It takes 4 hours to store and item, and 1 hour to unstore it (actually, make it 0.5 hours so that it always can get in one hour). When it is stored, it doesn't degrade over time, and if you wanted, you could make it so you could only tore items in a building. Either that or the storage container (once the items in containers thing is worked out) where the container costs like 100 or 200g of iron for every item it can store. Either option would be great.

Re: Repairs: A Tutorial

Posted: Tue Nov 22, 2005 8:21 am
by Peanut
nitefyre wrote:I'm trying hard to keep a lid on my rant. But let me whistle my tea kettle first and make an obnoxiously sharp sound. I've just spent about 100 clicks (at least, probably verging more on 200+) moving tools, etc, into repairs. Perhaps this gives somebody somewhere some insight to why I would want to eliminate half of my account in the first place. Just maybe, you sympathize, or at the very least, can feel empathy for my situation. This is not at all the first time I've had to do it, but as far as I'm concerned, will be the last time. Why is it going to be my last time? Because I'm going to spend half as much time to explain a way to make things more reasonable.

1) Cut the current time values down by half. If Y is the current value, put a denominator of 2 underneath it, and call this value X.

2) Proceed to use Y as the value rot for things outside on the floor/or in one's inventory. Use X for those on the floor indoors.

3) I know there's been talk about making repair projects degrade overtime. :) Let's leave that alone. If a sword can be stored for hundreds of years, so can mine, if I "store" (i.e. leave in "repair") right.* We'll call that Z (time and rot freeZe)

*The only exception would be if "storage containers" were to gain a use. This would be it, rather than repair projects, these would be that "time n' rot freeze" (Z) zones. That's if we can put items into them without disappearing. Then, please, by all means, proceed to make Y the value for inventory/outside, X on the floor and repair projects, and Z for storage containers.


Try dooing it to 200+ items :P

Posted: Tue Nov 22, 2005 1:03 pm
by SekoETC
If someone would give me those 200+ items... (my sailors are very bored).

Posted: Tue Nov 22, 2005 9:43 pm
by El_Skwidd
Why would you have 200+ items? Specialize. Efficiency is key.

Posted: Wed Nov 23, 2005 9:56 am
by Peanut
El_Skwidd wrote:Why would you have 200+ items? Specialize. Efficiency is key.


One of my chars inherited a town.

He has like 20+ boats now :(

Posted: Wed Nov 23, 2005 9:43 pm
by viktor
hahahahaha
Fully repairing this item would take an average person 92 hours.
an often used crowbar takes 11 and a half days to repair.... considering the char this belongs to i should just make a new one from scratch as it would be a lot quicker, often used iron shield takes just under 5 days iteslf :shock:

inheriting a town? hmm i know the feeling... different char...

Posted: Wed Nov 23, 2005 10:22 pm
by Nick
If RD isn't active enough to change the values, they should be recruiting more members who are. And stop saying that they have "enough" members, clearly they don't.

Posted: Fri Nov 25, 2005 6:42 am
by MrPenguin589
Peanut wrote:
El_Skwidd wrote:Why would you have 200+ items? Specialize. Efficiency is key.


One of my chars inherited a town.

He has like 20+ boats now :(


Now, that's not the kind of thing any of my chars would be depressed about...

Posted: Fri Nov 25, 2005 8:12 am
by Peanut
MrPenguin589 wrote:
Peanut wrote:
El_Skwidd wrote:Why would you have 200+ items? Specialize. Efficiency is key.


One of my chars inherited a town.

He has like 20+ boats now :(


Now, that's not the kind of thing any of my chars would be depressed about...


We'll i've repaired half of them now. *mooos*