So, decay is in, or accelerated. Hooray..
It does appear excessively fast. I'm a solo player who's dumped a lot of time into this game, so I have a fairly large base. I log in every day and use almost all rooms multiple times per day. I estimate the daily required resources to keep my base at full health at around 5k stone plus however much 7 armored foundations take to maintain, per day. My math may be off, but the bottom line is I now have to spend a bunch of time repairing my whole base every day, and of course I need to spend time to get those resources. I'm estimating I need to spend an hour a day (gathering + repairing) to keep my base health up.
I get that they want unused houses to disappear, and some sort of maintenance makes sense. But the current mechanic feels brutal and anti-fun.
Does anyone know how it actually works? I've tried searching, and the wikis all have legacy-related information. I'd be grateful if someone could link me to somewhere that explains the mechanics in detail, if I know how it works I can at least try to mitigate the effect.
Prior to yesterday's update, decay worked at a rate of 1 HP / 15 minutes as a base value.
Every side of a foundation that was covered by another foundation slowed the decay rate by 25%. So outer foundations that have 3 sides covered were slowed by 75%, and corner pieces that had 2 sides covered slowed by 50%. Inner foundations surrounded by foundations on all 4 sides suffered no decay at all.
I'm guessing the basic mechanics of it are still the same, but now the initial decay rate is faster. Since it's quite new, there's been no real mention of how quickly the base decay rate is. Although you could probably get a pretty good idea by just dropping a twig foundation out in the open and seeing how long it takes for it to lose 1 HP. My guess is about 10 minutes now.
They might want to take a look at a decay acceleration tactic.
With decay starting out at a slow rate and accelerating each 12 hours an authorized user isn't logged in and in the authorization zone. So basically by 2 days the decay rate would be 4x or 8x the norm.
All you have to do to with this is have you or one of your buddies login for 2 minutes a day run around to all the zones and log off.
Or perhaps they could add brooms or something of the like that can slow down decay on foundations by "cleaning" or "maintaining" them.
Thanks, that sounds quite accurate. Will need further testing to determine the exact rate. Just repaired most of my base, and was cheaper than my estimate and apart from the hard-to-reach defensive foundations, not that time consuming.
I still think it would be nice if using the house would reduce decay.
I guess non-square houses will be going out of fashion quickly now.
[QUOTE=krapylet;48004754]and apart from the hard-to-reach defensive foundations, not that time consuming.[/QUOTE]
For that reason reasonable access to foundations is always something I consider when base building in Rust
This worked perfectly in legacy. Open a door or use a campfire connected to the foundation, and it wouldn't decay. Then you could get on with your game. All the unused houses decayed as they would now.
[QUOTE=withnail;48006098]This worked perfectly in legacy. Open a door or use a campfire connected to the foundation, and it wouldn't decay. Then you could get on with your game. All the unused houses decayed as they would now.[/QUOTE]
The only problem is it becomes too easy to maintain a large number of buildings across a vast area. That's why I think accelerated decay is the way to go. That way we still have to actually repair things, but it's not killing the resources of active players.
Yeah, I hope they start tweaking timers of Crops, Mining, Decay with the Day/Night cycle. Why get a whole field of crops in a day, why have to log on daily to repair? I figure the decay system is to reduce the flood of unused structures so it doesn't need to be too dramatic. Even better, if your building is at 100 Health, decay can still show as a separate thing physically.
I don't mind the current decay rate but I would like to have some reset like Legacy did. so if I play all the time my place won't decay but after 24 hours of not playing it starts to decay.
any way to configure decay like in legacy?
I'm still not sure how decay works. Does it affect all the base, or just the foundation?
Why not make it that it only affects the foundations so that when the foundations get destroyed, the whole base will fall down.
Last update fixed the floating bases bug.
Only foundations decay at the moment.
[QUOTE=trustinrocks;48014213]Only foundations decay at the moment.[/QUOTE]
Triangle, Square and Stair foundations. Though the rate is pretty nuts.
[QUOTE=duncajcb;48013545]any way to configure decay like in legacy?[/QUOTE]
I'm working on a legacy mod for experimental and it's one of the things I want to tackle next. Not 100% sure it's possible but I'm fairly sure I can figure something.
[QUOTE=Malexion;48004743]Or perhaps they could add brooms or something of the like that can slow down decay on foundations by "cleaning" or "maintaining" them.[/QUOTE]
If the point is to make structure tax, we should have some way to pay it without the tedium of walking the perimeter. If the point is to clear the clutter, they should use the delayed start like withnail suggested.
Legacy's was a bit tough on the workaday joes; a rough evening at the office and you'd log in to decaysville (and if you skipped a day or two... bad things). But that should just be a matter of tweaking. (I'd prefer 2-3 day RT delay followed by very rapid decay, and only a few hours of delay on non-doored/unattached outbuildings and items.)
[QUOTE=krapylet;48004588]So, decay is in, or accelerated. Hooray..
It does appear excessively fast. I'm a solo player who's dumped a lot of time into this game, so I have a fairly large base. I log in every day and use almost all rooms multiple times per day. I estimate the daily required resources to keep my base at full health at around 5k stone plus however much 7 armored foundations take to maintain, per day. My math may be off, but the bottom line is I now have to spend a bunch of time repairing my whole base every day, and of course I need to spend time to get those resources. I'm estimating I need to spend an hour a day (gathering + repairing) to keep my base health up.
I get that they want unused houses to disappear, and some sort of maintenance makes sense. But the current mechanic feels brutal and anti-fun.
Does anyone know how it actually works? I've tried searching, and the wikis all have legacy-related information. I'd be grateful if someone could link me to somewhere that explains the mechanics in detail, if I know how it works I can at least try to mitigate the effect.[/QUOTE]
Normally only the outer foundations take decay damage
[QUOTE=krapylet;48004754]
I guess non-square houses will be going out of fashion quickly now.[/QUOTE]
Yep. I made a good sized building out of triangle foundations. Decided the cost might be worth it but didn't realize how fast decay was, this place is difficult to maintain now and I can't get to every foundation to repair it, so I'm screwed.
[QUOTE=duncajcb;48013545]any way to configure decay like in legacy?[/QUOTE]
if you own a server like I do (operationrust.com) you can set the decay scale. example:
decay.scale = 1 (default)
decay.scale = 0.5 (half)
decay.scale = 0 (off - no decay)
type decay.scale to see what scale is set at.
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