Jur Schagen wrote:If you are doing "nothing but repair", you are either exaggerating, or you have too many tools. The whole idea of this development was to balance the "game capital" with the "currently alive" chars, as opposed to the integral of the history of the chars. It was meant so chars would re-evaluate what tools were worth maintaining, and which ones to let rot. It isn't a design flaw that everyone wants to repair every single stone hammer in the game.soc wrote:This is where the wheels fell off, so to speak. I am an always have been in favor of what I call entropy, but large numbers of characters doing nothing but repairs is hardly motivational. You need resources to be used in repair projects, then you can radically cut the times involved in doing the repairs themselves. The current effect is that most newcomers to the game may well experience crushingly boring first experiences, back to the issue of player motivation.
It would be much better if repairs required resources but very little or no time. This would enhance trade and activity. I continue to warn that repairs currently require too much time and too little activity and interaction between players. I am not opposed to repairs as such. Indeed, they are needed for vehicles and buildings as well, but if repairs to such items required comparable percentages of time to repair versus time to constuct, then the result would be a catastrophe for the game. So there is clearly something wrong with your model. Believe me, it's wrong.

