Repair rates v making rate question

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Jetlag
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Postby Jetlag » Tue Jun 14, 2005 10:37 am

Serenity wrote:These are tools and alas I did not set the values for tools. Only weapons and protection.


Serenity wrote:Guys, the rates aren't high. I set them myself and I know the things are going to last a while. And furthermore this isn't going to change.


In other words, different rates were set by different people, who don't appear to have collaborated to come to an overall working system. I personally don't really care whether repairing a given item takes X percent of the deterioration time or half the time of making a new one or whatever. I;d just like to see all this figures looked at from an over-all persepctive so they all work with each other.

I still don't seem to have an answer to my original question. Some tools that are only "used" and not even about to fall apart take longer to repair than it would to make a new one from raw materials*. Is this how it is intended to be, or is it just because different people set the repair and make rates and the two weren't compared for balance? If this is intentional, I'd appreciate some comment on *why* it was done this way - is it an attempt to turn Cantr into a throw-away culture who think of everything as disposable?

Oh, and as for more employees to take care of the stockpile of tools, we dropped from about 15 to about 3 when the major sleeping sickness hit, and we've not recovered from that yet. It's a harsh area with little to recommend it, so having new tools to offer in return for work is an important way of us getting new workers.

*(When talking about bone tools, time for collecting the raw materials is pretty much irrelevant. I've not yet been to anywhere with no animals at all, and most areas have *something* that can be brought down without too much effort.)
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Jur Schagen
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Postby Jur Schagen » Tue Jun 14, 2005 11:57 am

kinvoya wrote:Yes, because it is my understanding that newer tools work better.


This understanding is false; a new tool works exactly the same as a crumbling one. The only difference is the time before it falls apart.

Jur.
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The Sociologist
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Postby The Sociologist » Tue Jun 14, 2005 3:27 pm

Jur Schagen wrote:
kinvoya wrote:Yes, because it is my understanding that newer tools work better.


This understanding is false; a new tool works exactly the same as a crumbling one. The only difference is the time before it falls apart.

Jur.

Jur, thanks so much for pointing that out. :) I'd always thought that such was the case, and hopefully your confirming it will calm the situation. Guys, if you wait for bone tools to be "old" before you start worrying, you are going to end up waiting a long long time! :D

Currently, the only things that have really needed repairing up to now are longbows, and now the better bows as well are reaching that point.
Oberthurell
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crazy

Postby Oberthurell » Mon Jun 27, 2005 8:11 am

I personally used to play before the decay frenzy and i much prefer it the way it was before. Everything doesnt decay when its not being used constantly and most tools would only take minor tweaks or sharpening to bring them back to new condition the rates are way to high and some flexability would be nice on the part of the resources people. I know i come off sounding like a jerk but its very aggrivating that the game was already very slow paced now its bordering on boring because everyone spends to much time repairing tools and weapons instead of trying to create new things.
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Slowness_Incarnate
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Postby Slowness_Incarnate » Mon Jun 27, 2005 11:56 am

The onyl rates that are high are the bone things. I can see why the bones deteriorate faster too. Fantastic job on this, leave it alone.


P.S: I rarely agree with RKl :wink:
west
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Postby west » Mon Jun 27, 2005 2:18 pm

kinvoya wrote:It seems to me that this is turning into another way that those who "have" will get more and those who "have very little" will loose out.


Just like the iron change.
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Surly
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Postby Surly » Mon Jun 27, 2005 3:16 pm

I still don't think deterioration has been thought through. I dislike it on principle anyway, but the half-baked way it has been implemented seems to indicate a system not thoroughly tested... and while the rates make sense if you study only the rates, when combined with the actual deterioration systema and general Cantr system, the rates show a lack of thought.

Of course, if anyone (RD or Prog D especially) would like to actually respond to what I have already said on this thread, maybe a fair and logical system can be worked out.
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Jur Schagen
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Postby Jur Schagen » Thu Jun 30, 2005 12:19 pm

The RD is working on adjusting the repair rates. Not exactly in the way you suggested, Surly, but a it will be fairer to the simpler tools especially.

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Surly
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Postby Surly » Fri Jul 01, 2005 11:31 am

My point is that repair cannot be treated as a seperate issue. It needs to be balanced with deterioration and production rates.

It seems to be general policy that balancing is not needed after new implementations. Which is why the game is so horribly skewed... :roll:
Formerly known as "The Surly Cantrian"
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kinvoya
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Postby kinvoya » Sat Jul 09, 2005 11:15 pm

Any progress on lowering those repair rates? This is insane. Every used tool takes 4x longer to repair than to make a new one.

Please help.

Feeling hopeless and overwhelmed
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wichita
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Postby wichita » Sun Jul 10, 2005 12:33 am

Then come to my shop and let me deal with the problem! :lol: I've tried to start that business to help give people free time to work on other stuff during the repair process, but ya just keep walkin' on by without giving it a thought. *shrugs* Oh well....


It does seem to bog down a bit though. I think I would be happy with a reduction to about 75%-80% of the current repair rates. That would make things much more reasonable in the long run, without making it a completely trivial activity.
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kinvoya
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Postby kinvoya » Sun Jul 10, 2005 2:27 am

I just put a "new" iron shield into repair.
It will take 14 hours (almost two days) to repair it.
If I built one from scratch it would take 4 days.

:? :? :? :? :?
:cry: :cry: :cry: :cry: :cry:
:shock: :shock: :shock: :shock: :shock:
:evil: :evil: :evil: :evil: :evil:

Are you trying to kill all my chars or just drive them back to the level of bone knives when they have to choose between keeping their equipment from disintegrating and growing food?

And then, of course, there's the fact that she's now completely vulnerable to attack unless I set my clock to alert me every three hours so I can rush home or wake up and repair the shield one hour at a time just before project updates.
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Sunni Daez
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Postby Sunni Daez » Sun Jul 10, 2005 3:06 am

The used iron shield I am repairing will take 19
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Talapus
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Postby Talapus » Sun Jul 10, 2005 3:42 am

Not as bad as my pair of scissors. It takes me 5 hours to repair my "brand new" scissors, but it would only take me 4 hours to make new ones, and these scissors are still brand new!
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kinvoya
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Postby kinvoya » Sun Jul 10, 2005 4:30 am

Another char of mine has a "brand new" iron shield which needs 6 hours of repair. If in rl I bought, say, a cast iron frying pan and it was still brand new but needed extensive repairs that would take half a day to complete, that would just not make any sense. It doesn't even have moving parts! I know Cantr doesn't always parallel rl but come on!!! It's nutty that a brand new or even a new item should need repair.

I propose this. It's very simple. It doesn't take into consideration the construction materials, oringinal amount of time to make it or anything else and it should be easier to implement than figuring out all sorts of complicated reasons for deterioration rates.

If an item is:

Brand new - 0 hours of repair needed
New - 1 hour of repair needed
Used - 2 hours of repair needed
Often used - 3 hours of repair needed.
Crumbling - 4 hours of repair needed.

I dodn't know if I got all the stages in there but you get the idea. If the purpose of implementing deterioration was to reduce the (supposed) mounds of iron hidden away or to stimulate the economy in some way, it's not happening.

Please make some changes and let us know when they've been completed or started even. Don't make us go through the frustration, anger and silly noncommunication that happened around tiredness.
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