Decay/guild features

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.

Yaz
 
Posts: 35
Joined: 29 Dec 2014, 17:35
Location: NY

Decay/guild features

Post by Yaz » 01 Mar 2015, 03:14

So with the decay feature how exactly does this work?

If something is claimed does it still decay? do we need to repair our homes ? ( that would be cool )

I like that decay is a thing so that ppl who settle and then scoot don't have their stupid houses and barns and things all over the server that are just abandoned.

I was just looking for some further calcification. as well as... how do we build this monument thing... the monument must be built to join the guild correct? or can i invite someone to a guild like i invite someone to a unit?


Jairone
True Believer
 
Posts: 185
Joined: 16 Nov 2014, 17:18

Re: Decay/guild features

Post by Jairone » 01 Mar 2015, 06:22

Monument building is under Authority in the right click menu on building friendly lands.

Monuments are supposed to keep things from decaying.

As it currently stands, the decay rate is stupidly fast. Some people have claimed monuments have decayed on them with no reason (they had thousands of sacrifice points, far more than the maintain shown.)

Expecting a hotfix maybe about this, we shall see.


Yaz
 
Posts: 35
Joined: 29 Dec 2014, 17:35
Location: NY

Re: Decay/guild features

Post by Yaz » 01 Mar 2015, 07:01

Ok thanks for the information. I currently have Decay turned off on my server because i was unsure of the decay rate and all the details so i wanna keep my community happy :)


Sydbio
Beta Tester
 
Posts: 25
Joined: 09 Dec 2014, 14:06

Re: Decay/guild features

Post by Sydbio » 01 Mar 2015, 16:27

Even with the decay 0 monuments and items continue to fade


Bigsteve
 
Posts: 88
Joined: 07 Feb 2014, 03:53

Re: Decay/guild features

Post by Bigsteve » 01 Mar 2015, 18:19

would setting a value of -1 stop all decay???


Yaz
 
Posts: 35
Joined: 29 Dec 2014, 17:35
Location: NY

Re: Decay/guild features

Post by Yaz » 01 Mar 2015, 18:29

I am not sure. according to their scale that would increase decay.

the scale is 0 to 10, 0 being off. at least that's what was supposed to be the case.

right now we are just flattening land and building mounds of resources to use later for when the patch comes through....


hopefully that happens before people get annoyed and bored.


Yaz
 
Posts: 35
Joined: 29 Dec 2014, 17:35
Location: NY

Re: Decay/guild features

Post by Yaz » 01 Mar 2015, 21:33

Well. its almost 5pm EST. its been almost 24 hours since the patch went into effect.

Think im gonna take a break from playing till they patch this. its just not fun to play and wonder if your house/items will disappear in a few hours. :(

good luck with your stuff guys


Wolfhelm
 
Posts: 250
Joined: 07 Aug 2014, 01:00

Re: Decay/guild features

Post by Wolfhelm » 01 Mar 2015, 23:10

my question, is what is it going to be on the mmo, as i want a mmolioke server, (only with 2-3x, due to much higher likelyhood of resets, and a slightly higher skillcap, maybe 700, due to lower populations...)
Image

This is our land! post17956/#p17956


Daeo
Alpha Tester
 
Posts: 8
Joined: 17 Feb 2014, 17:08

Re: Decay/guild features

Post by Daeo » 02 Mar 2015, 04:27

For those looking for some relief from Decay, the config setting is not included by default with the update/patch and much be manually added to your world_#.xml file.

<objectDecayRate>0</objectDecayRate>


I've had success with adding this just after the skill cap setting.
Image
Looking for a game server? Check out our Premium Server Hosting Packages
https://www.bluefangsolutions.com/shop/life-is-feudal/


Yaz
 
Posts: 35
Joined: 29 Dec 2014, 17:35
Location: NY

Re: Decay/guild features

Post by Yaz » 02 Mar 2015, 07:37

^^ I sadly have not found this effective. My server is in fact hosted by bluefang Solutions and i have manually added to script myself and i am still experiencing Decay with Camp fires, Huts, etc ( my first post was AFTER adding this line of script to the file and restarting my server )

I am now adding a camp fire again to my map and i will watch to see if it disappears again..

User avatar
Eslake
 
Posts: 73
Joined: 30 Dec 2014, 17:15

Re: Decay/guild features

Post by Eslake » 02 Mar 2015, 10:14

Daeo wrote:For those looking for some relief from Decay, the config setting is not included by default with the update/patch and much be manually added to your world_#.xml file.

<objectDecayRate>0</objectDecayRate>


I've had success with adding this just after the skill cap setting.

It would be best if you didn't tell people this will protect their servers, because I've been trying all day to find a way to stop decay - with a setting of 0.

What is SUPPOSED to be happening =
Items have durability--
Those OUTSIDE monument protection have a small amount of that durability removed each decay cycle.
On falling below 0, the item is deleted from the world. (decayed)

What IS Happening =
Items have durability--
But the server never reduces it, it simply deletes everything it finds during the durability check.

You can SEE this happening if you keep the Server console open.

--
Also Happening =
Once everything outside of monument protection is gone, decay cycles check Inside the protected areas and start deleting those objects as well.

..
Last edited by Eslake on 02 Mar 2015, 11:05, edited 1 time in total.


Daeo
Alpha Tester
 
Posts: 8
Joined: 17 Feb 2014, 17:08

Re: Decay/guild features

Post by Daeo » 02 Mar 2015, 10:24

Bobik wrote: But I will say that with or without the setting.. many people are complaining about the speed of the decay, even at default of 0. It is not about the speed, there is an ancient bug that created some objects with 0 durability. So a LOT of servers contained a lot of such objects, and even with decayrate=0, objects with durability=0 are being removed. It is a correct behaviour. That is some other bugs that had lead to that durability=0. We will provide our own quickfix sometime later, today or tomorrow


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.
Image
Looking for a game server? Check out our Premium Server Hosting Packages
https://www.bluefangsolutions.com/shop/life-is-feudal/

User avatar
Eslake
 
Posts: 73
Joined: 30 Dec 2014, 17:15

Re: Decay/guild features

Post by Eslake » 02 Mar 2015, 11:24

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.

User avatar
Daisuke
 
Posts: 11
Joined: 27 Oct 2014, 10:25

Re: Decay/guild features

Post by Daisuke » 02 Mar 2015, 11:57

Well then, I found it pretty nice the patch.... we setted up a test server yesterday just to check how the new patch is working alongside with the decay, since most of our stuff faded and decayed away lately.

So on the testserver we setted up an monument, and looked at the radius of this monument guess what it still bugs around. Evidence Screens are there aswell.


We definitly need an hotfix otherwise LiF will be history sooner than later.... since OCT, I never paused the game and played it even with DAI out.. but this is getting ridiculous.

Image
Image

User avatar
Arrakis
 
Posts: 5453
Joined: 25 Oct 2013, 14:11
Location: Space

Re: Decay/guild features

Post by Arrakis » 02 Mar 2015, 13:50

Brace yourselves! Hotfix for patch 3.0.0 is being prepared and will be delivered in next few days :)

User avatar
antonio70
 
Posts: 73
Joined: 20 Aug 2014, 18:17

Re: Decay/guild features

Post by antonio70 » 02 Mar 2015, 16:28

Do you also noticed that buttons on map doesn't works?

User avatar
Eslake
 
Posts: 73
Joined: 30 Dec 2014, 17:15

Re: Decay/guild features

Post by Eslake » 02 Mar 2015, 18:19

Arrakis09 wrote:Brace yourselves! Hotfix for patch 3.0.0 is being prepared and will be delivered in next few days :)


Since it was stated earlier in this thread that you believed this problem was with 0-durability items...

Image
Note the Bench, it is NOT 0 durability.
But about 30 minutes after this image, it was gone (I over-cropped the second image)

And this is a server with decay set to 0.

Another bench made Inside Monument protection survived That pass, but vanished on the next.

And I should point out - I was refreshing every 5-10 minutes, and at no point did either object suffer ANY loss of durability.

They simply got deleted outright.

That is not the system as it has been explained.


Uno
 
Posts: 229
Joined: 01 Apr 2014, 19:39

Re: Decay/guild features

Post by Uno » 02 Mar 2015, 18:23

the map buttons weren't working already before the last patch.

And yeah Arrakis, you released a faulty patch just to be on schedule and now we have to wait DAYS(two have passed already) for a hotfix, and we're supposed to rejoyce and brace ourselves?
The next time just admit you didn't make it in time, believe me it's far better than this sham.

User avatar
Eslake
 
Posts: 73
Joined: 30 Dec 2014, 17:15

Re: Decay/guild features

Post by Eslake » 02 Mar 2015, 19:25

Arrakis09 wrote:Brace yourselves! Hotfix for patch 3.0.0 is being prepared and will be delivered in next few days :)


I have to ask the obvious.

Why bother adding 1 line to the world xml, and the data used to create one.. when the setting has NO impact on the decay rate anyway?

And why bother hotfixing the decay of 0 durability items that have long since decayed?


.

Still willing to make whatever images/data you need to see that it is All items - being made now, not old - and of all quality settings.

I haven't seen anything delete inside protected areas yet since the fix, but I didn't see anything about that in the patch note.. so it may just be too soon to know.
Last edited by Eslake on 02 Mar 2015, 19:53, edited 1 time in total.

User avatar
Atlantis
 
Posts: 114
Joined: 30 Sep 2014, 15:17

Re: Decay/guild features

Post by Atlantis » 02 Mar 2015, 19:50

Am I able to build a shack on non-claimed land and keep it alive somehow? Since claim land is pretty small and reserved for more important stuff, it would be sufficient for me to have a small shack right next to guild land.


Scrire
 
Posts: 6
Joined: 18 Apr 2015, 09:00

Re: Decay/guild features

Post by Scrire » 04 May 2015, 18:37

Anyone could help me with decay? i wrote that line into my world xml and objects still decay! any help?

User avatar
HolyCrusader
Beta Tester
 
Posts: 251
Joined: 24 Nov 2014, 15:47

Re: Decay/guild features

Post by HolyCrusader » 11 May 2015, 02:33

Is durability loss on structures like an anvil / forge / furnace / kiln affected by the object decay parameter?

IE: If I set it to zero, will my anvil / forge lose durability on use?

Return to General Discussion

cron