durability and fire

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NAZGULL
 
Posts: 19
Joined: 07 Dec 2015, 19:07

durability and fire

Post by NAZGULL » 15 Mar 2016, 19:14

Sooo is it just me, but most of my buildings catch fire when they hit 50% durability. I like the fact that it happens, but could we not get it set to not catch on fire until 5% or less? its really annoying to have a building like the blacksmith shop, bloomery/kiln/herbalist shop catch fire at 50% and not be able to use it until its repaired.

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Azzerhoden
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Joined: 08 May 2014, 17:44

Re: durability and fire

Post by Azzerhoden » 15 Mar 2016, 20:44

NAZGULL wrote:Sooo is it just me, but most of my buildings catch fire when they hit 50% durability. I like the fact that it happens, but could we not get it set to not catch on fire until 5% or less? its really annoying to have a building like the blacksmith shop, bloomery/kiln/herbalist shop catch fire at 50% and not be able to use it until its repaired.


I think this is a great idea, but 5% is a bit low. Perhaps a visual warning at 25% along with a reduction of effectiveness. So, for the forge as an example, you could make the nails you need for repair kits. Then at 5% it would cease to function.

Similar to training dummies, where they start to break down but can continue to be used.
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Kriegsmann55
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Joined: 28 Sep 2014, 04:42

Re: durability and fire

Post by Kriegsmann55 » 16 Mar 2016, 15:19

Not a bad suggestion, though it would require an additional damage state modeled past the current one in game.
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NAZGULL
 
Posts: 19
Joined: 07 Dec 2015, 19:07

Re: durability and fire

Post by NAZGULL » 17 Mar 2016, 12:20

yea 5% I just threw out there, I was thinking more along the lines of 10-15%. 25 would work, i dunno still seems a tad high to catch on fire, when i see fire im like oh crap gotta fix this now. which is why i was thinking a slightly lower number.


Jairone
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Re: durability and fire

Post by Jairone » 26 Mar 2016, 00:39

Azzerhoden wrote:
NAZGULL wrote:Sooo is it just me, but most of my buildings catch fire when they hit 50% durability. I like the fact that it happens, but could we not get it set to not catch on fire until 5% or less? its really annoying to have a building like the blacksmith shop, bloomery/kiln/herbalist shop catch fire at 50% and not be able to use it until its repaired.


I think this is a great idea, but 5% is a bit low. Perhaps a visual warning at 25% along with a reduction of effectiveness. So, for the forge as an example, you could make the nails you need for repair kits. Then at 5% it would cease to function.

Similar to training dummies, where they start to break down but can continue to be used.


This please!

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