Possible abuse of repair projects
Moderators: Public Relations Department, Players Department, Programming Department
-
The Industriallist
- Posts: 1862
- Joined: Fri Aug 29, 2003 7:25 pm
Possible abuse of repair projects
Assuming, as is probably the case, that repair projects have no form of degredation, a way to mothball items now exists: Just repair them for one hour, and they'll stay imbedded forever in the project. You can get them out as they were in just an hour's work.
Good, bad, indifferent, wrong?
Good, bad, indifferent, wrong?
"If I can be a good crackhead, I can be a good Christian"
-A subway preacher
-A subway preacher
-
rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
Wouldn't that be the game mechanic equivelent to storing them? That sounds like a good idea for merchants to perserve their wares for sale, not an abuse of a game mechanic.
However! If objects being repaired don't have weight (Jos knows if any had thought of that) then it should not be allowed. Travelling merchants should have to bear the weight of thier goods, stored or not.
However! If objects being repaired don't have weight (Jos knows if any had thought of that) then it should not be allowed. Travelling merchants should have to bear the weight of thier goods, stored or not.
Reality was never my strong point.
- Surly
- Posts: 4087
- Joined: Tue Oct 14, 2003 7:33 pm
- Location: London, England
Agar wrote:Wouldn't that be the game mechanic equivelent to storing them? That sounds like a good idea for merchants to perserve their wares for sale, not an abuse of a game mechanic.
That's the argument I used when I PMed Jur about it. Of course I managed to press send just as Cantr went down for backing up... so it never sent. And I'm too lazy to rewrite such a long PM...
Anyway, I think that if you put a minimum length of project on it, it should be considered a game feature. It takes a few hours to bring the object out of storage... but it doesn't deteriorate. Seems a fair exchange to me.
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
- kinvoya
- Posts: 1396
- Joined: Sun Mar 28, 2004 9:31 pm
- Location: The Wide, Wide World of Web
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
- kinvoya
- Posts: 1396
- Joined: Sun Mar 28, 2004 9:31 pm
- Location: The Wide, Wide World of Web
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
I have succesfully repaired a bow and shield while on a dirtbike.
No idea how to feild strip a bow for some maintainence to make it as good as new while boncing over a desert path, but hey, I ain't bitching.
On most vehicles, it makes sense to be able to do things like repair while travelling, but doing that sort of work while walking doesn't, which is why it was removed.
No idea how to feild strip a bow for some maintainence to make it as good as new while boncing over a desert path, but hey, I ain't bitching.
On most vehicles, it makes sense to be able to do things like repair while travelling, but doing that sort of work while walking doesn't, which is why it was removed.
Reality was never my strong point.
- Jur Schagen
- Administrator Emeritus
- Posts: 507
- Joined: Wed Apr 21, 2004 11:25 pm
- Location: Amsterdam, Netherlands
Re: Possible abuse of repair projects
The Industriallist wrote:Assuming, as is probably the case, that repair projects have no form of degredation, a way to mothball items now exists: Just repair them for one hour, and they'll stay imbedded forever in the project. You can get them out as they were in just an hour's work.
Good, bad, indifferent, wrong?
Yeah I figured that one out too while implementing it... and thought you guys would think of it at some time anyway. Wrong, I'd say, but not a CR breach per se. And we're working on a solution (well, we're working on a solution for another problem, but that will fix this too).
Jur.
PS - Surly, too bad the PM was lost... I'm interested in your opinions even though we don't agree on them. Don't you know you should always type in notepad
Oh and being able to repair obejcts in vehicles (including boats) is hereby reconfirmed.
-
julie2
- Posts: 338
- Joined: Thu Jan 06, 2005 9:10 pm
...but not on a bike, presumably.
The last I knew, there was sod-all you can do on a bike except keep on pedalling- which makes sense. I'm not grumlbing about that...apart from the fact that you can't even see the animals along the road, let alone shoot them, not even if you stop, But that's the same for other vehicles too (I guess our seafarers won't ever be harpooning whales)
The last I knew, there was sod-all you can do on a bike except keep on pedalling- which makes sense. I'm not grumlbing about that...apart from the fact that you can't even see the animals along the road, let alone shoot them, not even if you stop, But that's the same for other vehicles too (I guess our seafarers won't ever be harpooning whales)
-
west
- Posts: 4649
- Joined: Mon Aug 25, 2003 5:23 pm
- Surly
- Posts: 4087
- Joined: Tue Oct 14, 2003 7:33 pm
- Location: London, England
Just a thought... is there a limit to the amount of time you can repair a project for?
What I mean is, can a newspawn thief start 20 repair projects for 90000 hours, effectively removing those items fron the game?
What I mean is, can a newspawn thief start 20 repair projects for 90000 hours, effectively removing those items fron the game?
Formerly known as "The Surly Cantrian"
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
Former CD chair, former MD chair, former RD member, former Personnel Officer, former GAB member.
-
rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
Who is online
Users browsing this forum: No registered users and 1 guest

