I think you don't understand why this was implemented...
(As far as I know) this addition is -not- implemented to "fix" a "problem" (A problem that I personally really don't see, at that). It's just an alternative way of repairs possible, in the end probably for the same amount of total work as it always was.
The new repair tools are not repairable?
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- Bmot
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Re: The new repait tools are not repairable?
Richard Dawkins wrote:We privileged few, who won the lottery of birth against all odds, how dare we whine at our inevitable return to that prior state from which the vast majority have never stirred?
- ceselb
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Re: The new repait tools are not repairable?
Weapons rot is extremely unbalanced. My char just repaired a used battle axe that would have taken nearly 80 hours to repair. The head takes 4 days to make, or 32 hours. The whole thing takes 1 day to assemble, for a total of 40 hours. This is completely unrealistic. If it truly was that damaged you'd pull t aprt adn attach another head to the handle. Then melt down the old head to steel again.
This is broken and has been from the start. I don't know how this came into the game. When I was chair I looked for historical info and found none. My guess is that someone simply put in the wrong numbers. I tried pushing for a fix at the time but the whole game was in a sorry state personel wise, no programming that worked or anything. A couple of time I just pondered just changing the worst cases myself.
It's a matter of philosophy and self interest. Do you as RD want to help your own well off chars in the rich english islands or do you want to find out who has been forgotten or left behind in the assignment of resources and help them get some kind of progress. I would go as far as to call someone with the first motivation a bad choice for RD.
This is broken and has been from the start. I don't know how this came into the game. When I was chair I looked for historical info and found none. My guess is that someone simply put in the wrong numbers. I tried pushing for a fix at the time but the whole game was in a sorry state personel wise, no programming that worked or anything. A couple of time I just pondered just changing the worst cases myself.
It's a matter of philosophy and self interest. Do you as RD want to help your own well off chars in the rich english islands or do you want to find out who has been forgotten or left behind in the assignment of resources and help them get some kind of progress. I would go as far as to call someone with the first motivation a bad choice for RD.
"I'll start with who, what, where, and when, followed by whither, whether, wherefore and whence, and follow that up with a big side-order of 'why'." -- Zaphod Beeblebrox
- ceselb
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Re: The new repait tools are not repairable?
Besides being mechanistically unbalanced it's also unbalanced against less developed regions. To fix a "problem" with too much wealth accumulating something was introduced that hurt the less well off places a lot harder.
"I'll start with who, what, where, and when, followed by whither, whether, wherefore and whence, and follow that up with a big side-order of 'why'." -- Zaphod Beeblebrox
- Pies
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Re: The new repait tools are not repairable?
ceselb wrote:Besides being mechanistically unbalanced it's also unbalanced against less developed regions. To fix a "problem" with too much wealth accumulating something was introduced that hurt the less well off places a lot harder.
How it does hurts? Nobody is forced to use this.
ceselb wrote:It's a matter of philosophy and self interest. Do you as RD want to help your own well off chars in the rich english islands or do you want to find out who has been forgotten or left behind in the assignment of resources and help them get some kind of progress. I would go as far as to call someone with the first motivation a bad choice for RD.
This game had to be societies simulator, not socialism simulator, right? Currently game is in most places too easy. Even in those forgotten places often it's get very easy. I just created for test few characters. Swedish, Portuguese, Spanish. Everywhere I got same view - small town with few characters, and galleons, vans, limousines. I see rather lack of players, not resources.
Nobody is forced to use repair tools, and if you're unable to repair them in reasonable time without special tools, then maybe you just have too much tools?
As I know repair tools were introduced as method of using resources for repairs, without destroying your poor regions by forcing them to use resources.
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- Swingerzetta
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Re: The new repait tools are not repairable?
I can't find the original text describing the change, but I had thought that, in addition to these repair tools (Which I really like, in theory) normal repairs would, in some cases, take longer. Did I misread that part?
Overall I think it's a good addition, but it's a resource that looks like a tool, which is disappointing for some, and it gets used up much faster than expected... Three uses is hardly what one would expect to wear out a whetstone, I would think. I believe you all that it's balanced, but maybe more uses per item and less usefulness might align better with expectations?
Overall I think it's a good addition, but it's a resource that looks like a tool, which is disappointing for some, and it gets used up much faster than expected... Three uses is hardly what one would expect to wear out a whetstone, I would think. I believe you all that it's balanced, but maybe more uses per item and less usefulness might align better with expectations?
- sanchez
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Re: The new repait tools are not repairable?
The new repair tools are luxury items. They do nothing to address the imbalance in rot rates and how this disproportionately affects the very populations who have limited access to these tools. This is not how the new implementation was presented. It would be nice to see more direct, honest presentation of the goals of some of these new projects.
- *Wiro
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Re: The new repait tools are not repairable?
Swingerzetta wrote:I can't find the original text describing the change, but I had thought that, in addition to these repair tools (Which I really like, in theory) normal repairs would, in some cases, take longer. Did I misread that part?
Nothing changed in the old repairing system. Maybe old announcements could be posted on the wiki if they aren't already. Sometimes I forget what was mentioned in them myself.
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- Swingerzetta
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Re: The new repait tools are not repairable?
*Wiro wrote:Swingerzetta wrote:I can't find the original text describing the change, but I had thought that, in addition to these repair tools (Which I really like, in theory) normal repairs would, in some cases, take longer. Did I misread that part?
Nothing changed in the old repairing system. Maybe old announcements could be posted on the wiki if they aren't already. Sometimes I forget what was mentioned in them myself.
Okay, just wanted to be sure. Most likely, I misread.
- Pilot
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Re: The new repait tools are not repairable?
Announcement sent in game (2014-12-23)
I agree the phrasing might lead to confusion.
Ceselb please send me a pm with the char's details to restore the raws used in the tool. I apologyze for the inconvenience this has caused.
Hello,
We have some new stuff implemented, so I'll describe it shortly.
Repairing your personal things, especially weapons, is a slow and laborious task. Sometimes it can take years or occupy many people. To give you the choice between spending time or resources, we have introduced a set of special tools, which can aid you in long repair projects. These optional tools are used to increase the efficiency of your repair projects, from a small +50% to a huge +500% bonus.
Specialized tools have different characteristics; some are universal, while some are applicable only for some types of objects. For example a whetstone can be used only for sharp objects, which applies to most weapons. A full list of these tools is available here: http://wiki.cantr.net/index.php/Category:Repair_tools
These boosting tools cannot be repaired themselves.
Usage of these tools is voluntary and you can repair your items just like you did in the past.
Another persisting game problem is the over-abundance of wealth accumulated by characters which have died decades ago.
We are looking for ways to fix the issues without harming your characters, so we've focused on long abandoned phantom (floating) ships.
So, as was said, abandoned vessels which have been floating on the sea for many, many years will have a random chance to sink.
After sinking, they could be washed ashore in some coastal location in form of a shipwreck. When you accidentally find one, it can become a subject of treasure hunting or be chopped to get a considerable amount of wood.
It DOESN'T AFFECT any ships docked to land or a harbour.
I know this might be a surprise, so if some of your characters own a ship that has been left on the sea more than 200 days ago and you were going to go back to it, but due to the update it might "accidentally" sink, please contact support mentioning the name of the ship and the name of your character who owns it.
Repair tools are already available, while phantom ships sinking will be enabled in a few days (to give you time to contact support).
In addition I'd like to announce three other changes that aren't being implemented today, but will happen in the foreseeable future:
Building destruction is the longest part of the discussion about the entire destruction system, which took about one and a half years (public discussion: viewtopic.php?f=1&t=23093). In general, building destruction will be a two-tier process: first is the destruction of a building to turn it into ruins (which will work similar to steel cages), and then disassembling the ruins. The draft of the final idea is available viewtopic.php?p=519058#p519058. A new, more detailed description will be published before the option becomes available.
Drunkennesswill bring something new to the roleplay of feasts and parties. Drinking wine or other alcoholic beverages will result in a state visible for other characters and will, among other things, affect combat capabilities (How? It's a secret) or even lead to the loss of consciousness. There will also be some other little funny features.
Horseback riding isn't yet completely polished and finished, but it might be introduced quite soon. Horses and donkeys will require daily feeding, but will be efficient especially for people travelling a lot in the wilderness. I can't wait to ride a http://wiki.cantr.net/index.php/Kiang
These boosting tools cannot be repaired themselves.
I agree the phrasing might lead to confusion.
Ceselb please send me a pm with the char's details to restore the raws used in the tool. I apologyze for the inconvenience this has caused.
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