sanchez wrote:I still prefer voluntary recycling of unwanted objects, with some resource return, as a replacement for current rot/repair cycles.
That's certainly a great suggestion, however recycling for resources would have to be made much, much easier than making new. I can make enough steel for a file in 1 hour. I should be able to reclaim the steel from a file more or less instantly. The only problem I see with this is that it doesn't reduce unwanted items if there is no need for the resources that they contain.
Piscator wrote:Just doesn't get it.
If you think about it, I hope you'll understand why what you suggest is unnecessary. Sleep on it. I can't explain it in any other way or make it simpler.
Piscator wrote:What is if somebody doesn't want to repair the structure he is in? Bandits attacking a town wouldn't stop to repair it.
I also can't imagine anyone working in a house reattaching some roof tiles in his lunch break. Although automatic maintenance seems not like a bad idea in the other instances, it feels a bit strange with buildings.
Incidental repairs would be negligible, and hence irrelevant.
It is true that my examples in the case of buildings don't hold up as well, and I can't really argue against that.
Piscator wrote:Quite true for civilized regions.
Quite true for everywhere. If you take the all the items in the game made of valuable resources, those left lying on a deserted islands by deceased explorers would be a fraction of a percent.
Tiamo wrote:What is the purpose within the game of item decay ('rot') and repair?
Jos stated that the goal of rot and repair was to eliminate tool hoarding by making the keeping of tool hoards untenable without considerable assistance. He argued that wealth should require wealth to maintain. The system has failed in this regard, because when it began to succeed, they caved into the players deafening complaints. Having multiple characters that have tool hoards and maintain them easily, I can testify to it's failure.
Tiamo wrote:I.m.o. the main reason for item decay is keeping people busy, doing something useful and rewarding.
People do not consider item repair useful or rewarding. You weren't here when rot was first implemented, so you have a pass for not having an understanding of exactly how pissed the players were over having to repair things. Keeping busy is not a problem. All my characters keep busy without doing repairs. The rot as you experience now is but an ineffective fraction of the initial, effective rot rate.
Tiamo wrote:Item repair is a way of preserving those items that are really important to the owner. It will only be done if repair is considerably cheaper than creating a new item, or if the item is virtually irreplaceable.
My system addresses this directly. Important tools will be ones that are used the most, therefore the invisible repair-in-use would apply most to the most used tools. For these tools, repair is free, and free > considerably cheaper. I am not suggesting the removal of repair projects at all, though, so there will always be recourse for less used items.
Tiamo wrote:Making repair activity automatic on every item used would effectively annihilate item decay, which is detrimental for the game balance.
It would eliminate item decay on items that are used often, which is exactly the items that players would normally be maintaining. I don't see how this would disrupt balance. All it would do is eliminate repair projects for these items, allowing players to do more useful things with their time - which is what the players want. Less-used or unused items would still have to be repaired the old-fashioned way.
Tiamo wrote:A possible way to get rid of the fuss of repair projects would be marking the items (within reach) that the character wants to be cared for, slowing the decay considerably (and stopping it when not being used), at the cost of a percentage of daily activity...It probably isn't worth the trouble.
I agree. It seems overly complicated.
