• Decay easy fix inside
    25 replies, posted
The reason for decay is to get rid of buildings not in use and here is a simple fix. Get rid of decay and instead have it that if a building is not used in 3 days it disappears. Done. Yes there might be 1 person who goes somewhere for 3 days and loses his shit but who cares in the 3 days that he is gone most of his valuables are gone anyways and with wipes weekly or by weekly the rest of the server gets a break from the lag that your 5k item bases gives. spoken from a guy with 2k hours in rust Steam id kaine26
could use the same logic and say "who cares about big bases upkeep, i only have a little base", but it would be a bit of a prick thing to say. decay needs to affect everyone in the same way. the advantage of a small base is that your upkeep costs are low, the disadvantage being the loss of security. its the opposite for larger bases, with greater protection and more stuffing around to keep the building standing. personally i have no issue with the current system, though the amount of damage each tic may need to be tweaked.
Thanks for the fix, how do we determine if a building is used?
[QUOTE=garry;48033145]Thanks for the fix, how do we determine if a building is used?[/QUOTE] Two options, 1- If a door is used it means the base is active (old rust) 2- If someone walks on the base
I think making the base disappear after 3 days is rather harsh. But I'd be ok with decay starting at an accelerated rate after a couple of days of it being unused that caused outer foundations to decay in the matter of a few days. And I agree - the same mechanic as in Legacy. A base "used" means doors are being activated, fires / furnaces started, etc. There are multiple things that could trigger a reset on the decay counter.
[QUOTE=Crunchmeister;48033430]I think making the base disappear after 3 days is rather harsh. But I'd be ok with decay starting at an accelerated rate after a couple of days of it being unused that caused outer foundations to decay in the matter of a few days. And I agree - the same mechanic as in Legacy. A base "used" means doors are being activated, fires / furnaces started, etc. There are multiple things that could trigger a reset on the decay counter.[/QUOTE] Legacy decay was perfect. I don't know why they don't just reinstate that. A configurable number of hours (default 48h) before decay starts after not using a base (using = open/close door, use a furnace or campfire) and then another configurable decay rate to apply starting from that (X hp/hour on ALL building parts until they blow up). This means active players never have to bother with it.. and casual players will need to at least login once in a while just to activate their base. People on a long leave will need to coordinate with team mates or use ingenuity to keep their base alive (an unlocked door for example). Decaying base hunting was a nice thing in Legacy that we lost... A good way to spend time and have fun when nobody is on :)
Also decay from top down, I'm not sure it's still the case, but worth mentioning anyway.
Personally, I'm fine with only outer foundations decaying the way they do now, but there should be a "grace period" like Legacy, then the decay sets in fast. Decaying base hunting would still work fine. Hell, it's a thing now if you bother looking for it. If someone hasn't repaired their foundations in a few days, you don't have much HP on them to blast away to get into a base.
Maybe not as simple, but we could have two systems at work to address two issues of excess buildings. [B]Issue 1:[/B] [B]Abandoned buildings[/B] clutter server/resources. [B]Fix:[/B] After a delay based on door/repair/TC [B]activity[/B], decay sets in. [B]Issue 2:[/B] After initial building costs, people can keep huge occupied structures indefinitely. [B]Fix:[/B] [B]Upkeep[/B] periodically charged to TC based on pieces in range and their construction. When the TC is out of resources, decay sets in.
Legacy decay was perfect, just use that technique based on opening of doors or repair.
[QUOTE=KerriganSon2;48096176]Legacy decay was perfect, just use that technique based on opening of doors or repair.[/QUOTE] Indeed. Why was this ever abandoned?
The Legacy decay system had no upkeep in it. But I have another problem with the new one. Does it really decay only the outer foundations? Because I've built my base on uneven terrain. Except for numerous stability issues, I need to repair every single foundation in my base which isn't always that easy.
it decays based on the number of sides exposed to the "air". so a foundation surrounded on all sides takes no decay damage, and one lonely foundation will take full decay damage.
Hmm... Does walling it off with walls count as blocking the air? I used it to increasy stability but I could see through walls that the walled off with walls foundation was decaying.
[QUOTE=Micharlus;48102142]Hmm... Does walling it off with walls count as blocking the air? I used it to increasy stability but I could see through walls that the walled off with walls foundation was decaying.[/QUOTE] maybe "air" doesn't properly reflect what i mean. the number of edges showing on the foundation determines the rate of decay. walls etc don't affect it as far as i know. ahh, found it! [QUOTE=garry;47567682]landlocked = no sides of foundation visible If you're looking at foundations from above, this is how fast they would decay. [code] [0.50x][0.25x][0.50x] [0.20x][0.00x][0.25x] [0.50x][0.25x][0.50x] [1.00x] [0.75x][0.50x][0.75x] [/code] The more sides visible the faster the decay.[/QUOTE]
[QUOTE=garry;48033145]Thanks for the fix, how do we determine if a building is used?[/QUOTE] Duhh!! you just call the function if(!building.InUse()) { // Handle Decay Here } Note: You may have to implement the function InUse() :dance:
My idea: 1) Ability to turn off Building privilege on cupboards (so anyone can build in Free building privilege zone) 2) bases in Free building privilege zone or in zone without any cupboards has 4x faster decay 3) Every cupboard has own countdown (72 hours) when its switch itself to free building privilege zone, you can see current countdown number on every cupboard to see how much time is remaining/reset the timer Why is it good? Because when is base not used by anyone.. And cupboard counter run out.. It looses building privilege so people can easily raid it and take it over if they like it. If nobody cares about it it starts decaying 4x faster so its gone in 2 days. Cupboard counter runs for example from 72 (every hour minus 1) down to 0 and then is Free building privilege activated. You can, of course, reset the timer back to 72 anytime. Other thing is if somebody raid a base and destroy the cupboard in the process its also activates extra fast decay until somebody place new cupboard
frankly i think it would be easy to determine the use of a building. if the first door placed is not opened once every three days wipe the whole structure. i really don't care decay is kind of annoying but i see its purpose.
Curthbert87 I really like the concept, it also allows to see if someone is still active, if you could see the cupbord in the window. (yes i know, only noobs do this, but there are a lot of noobs).
[QUOTE=Curthbert87;48102392]My idea: 1) Ability to turn off Building privilege on cupboards (so anyone can build in Free building privilege zone) 2) bases in Free building privilege zone or in zone without any cupboards has 4x faster decay 3) Every cupboard has own countdown (72 hours) when its switch itself to free building privilege zone, you can see current countdown number on every cupboard to see how much time is remaining/reset the timer Why is it good? Because when is base not used by anyone.. And cupboard counter run out.. It looses building privilege so people can easily raid it and take it over if they like it. If nobody cares about it it starts decaying 4x faster so its gone in 2 days. Cupboard counter runs for example from 72 (every hour minus 1) down to 0 and then is Free building privilege activated. You can, of course, reset the timer back to 72 anytime. Other thing is if somebody raid a base and destroy the cupboard in the process its also activates extra fast decay until somebody place new cupboard[/QUOTE] You know, an access to cupboard doesn't make it easy for you to overtake a base. There are doors with locks that can't be unlocked without the pass code blocking your entrance. A cupboard doesn't give you that much. Although I'd really love to see an option to turn on building right for everyone. And by the way, why aren't barricades getting decayed? I see quite an easy fix to it. Make decay affect all items not placed within vicinity of a tool cupboard and then make tool cupboard only placeable on building parts. So if you want your barricades to stay, you have to keep the foundation under the cupboard up.
Maybe its crazy idea but when timer runs to 0(or its switched to free building privilege) it could also increase damage taken by 800% for each wall in this deserted base (so you could basically raid it with pick axes again)... Or theoreritically you switch your active base to free building privilege to be able to remove walls easily (due this 800% damage taken)
As many others have said here, and as I have said in other threads, Legacy decay system was perfect. Just tie it to door use. Two/three days with no use, it starts rotting from the top down.
Why not alternatively check if a person that's authorized on that cupboard is nearby? If I'm in my cupboard's range, I am obviously using stuff that's covered by it. This way random people using doors on abandoned buildings won't count as in use and decay will continue.
[QUOTE=itisjuly;48103180]Why not alternatively check if a person that's authorized on that cupboard is nearby? If I'm in my cupboard's range, I am obviously using stuff that's covered by it. This way random people using doors on abandoned buildings won't count as in use and decay will continue.[/QUOTE] Not sure if I remember correctly, but I think the person who placed the door had to be the one to use it in legacy.
[QUOTE=itisjuly;48103180]Why not alternatively check if a person that's authorized on that cupboard is nearby? If I'm in my cupboard's range, I am obviously using stuff that's covered by it. This way random people using doors on abandoned buildings won't count as in use and decay will continue.[/QUOTE] The problem with that idea is that I always authorize myself on any cupboard I find, I sure I am not the only player that does that.
[QUOTE=withnail;48103188]Not sure if I remember correctly, but I think the person who placed the door had to be the one to use it in legacy.[/QUOTE] It didn't matter. When I left for extended periods I'd just leave one of my doors unlocked so curious people would keep by base active :)
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