Deus-X-Incognita wrote:Nope, no large functionality should depend on server stability.
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So again, the point of responsibility is clearly at the developers side.
Again, that is a design (functionality) issue. So I am 100% correct. Notice I still used the word
issue, because it is. In a lot of instances though, design issues and programming issues (bugs) require different levels of effort to change.
The root issue which exposes the design flaw is the stability of the server. The design of the Herb Gardens is held hostage to the larger issue of server stability which has been an issue for a long time. A very long time. Most server admins have learned to deal with it by having frequent restarts or utilizing software to immediately restart servers. To be blunt, server stability is a larger, higher priority issue to resolve. Or at least it should be as it effects everyone, all the time.
From a design standpoint, the herb gardens should store the timestamp of when it is 'planted', then use a time difference between the current time and the planted time to determine when the herb garden is ready. Instead is uses a running timer that resets if interrupted. As it is though, there may be an intentional reason why it functions the way it does (perhaps there will be the ability for hostiles to interrupt the process).
Now if the gardens ate the materials, that would be a different story. They don't though, so redesigning how it works (assuming it's not tied it with other functionality) may require resources assigned to other priority tasks.