Daeo wrote:I just spoke to to Bobik, so I would expect something soon that addresses everyone's concern. Apologies if my previous statement was misleading. I was originally going off of the Dev notes. Things will get better soon.
Except hot-fixing the wrong thing isn't going to resolve the problem.
Items with a 0 durability should be expected to go... but that's not what is causing the problem.
Load up a server you have full access to, that has been patched.
Set up the foundation for two identical buildings (shacks are good for this) and fill one with 100 quality materials, and the other with 5 quality materials.
Build them in succession so that they are finished seconds apart.
..
Now open the database to unmovable objects and find them at the end, note their durability, and start refreshing.
Also- keep the Server Output screen open.
Inform him (since they are ignoring the bug reports apparently) that the system is Broken, plain and simple.
Because it is Supposed to reduce durability each pass, until it reaches 0, and THEN delete.
But that is not what happens. Neither structure in this example will ever suffer a loss of durability, and you will see them both deleted in succession on the output screen while the durability of the 100q structure was still at maximum.
That is problem #1 of 3.
#2 is that changing the decay rate setting does not actually change the decay Rate.
#3 - and this is the one that needs priority -- turning Off decay doesn't turn it off. Items WITH durability are still deleted just as if they were at 0.