Tailor Archive
Thread: Universal Decay...One mans idea
I just had an idea on item decay and thought I would post it here since decay is such a hot topic. I remember reading, a long time back, that a player could preserve his favorite weapon, armor, whatever via carbonate. The preserved item would no longer decay, however, it could also no longer be used. Obviously, this idea was scraped. This helped me come up with my idea though.
1) Put universal decay back into the game.
2) Add a storage closet to the Structure Management terminal in player houses.
3) No items decay in the storage closet.
This is a simple solution I think to two problems.
1) The artisans get the item decay that they need and deserve.
2) The casual gamer (yeah right) gets a solution to his extended “vacation”.
The storage closet could have a max capacity equal to the remaining house capacity.
I am assuming that when decay was in the game, there was some variable that was assigned to an item that was used to determine how much the item decayed each “tick”. This same variable could be used to calculate the amount to adjust the maintenance fee of the house when items are loaded into the storage closet (i.e. the faster an item should decay the more expensive it is to store and also better DR experimented items would be cheaper to store). Now it’s just a matter of adding a simple Boolean flag for each item Decay/Not decay.
By raising maintenance to store the items another drain is added to the economy. (A good thing) Plus the people that plan to leave the game for a week or more can load everything they own (or just the things they care about) into the closet pay the fees and drop off the face of the earth. When they come back all will be ok.
I think this solution is fair and would work for everything in game. What do others think?
It's a good start but universal decay still doesn't solve the problem that it is very unrealistic to have all objects(of which have different types of use, frequency of use, and different levels of wear and tear) decay from time alone.
Armor deteriorates depending on how much of a beating you take, yet a shirt worn in battle would not decay similarly, and take no damage at all other it's gradual time decay. It really sounds inconsistent, and as a tailor I don't think it's fair that armor gets to deteriorate with use, yet my garments worn in battle will take no damage. It's unrealistic and a bit unfair.
Since armorsmoths have decay-on-use implimented with their goods, it is only fair to give the other crafting professions something similar so they, too, can have some realism and better sales with repeat business.