Patch 0.3.6.0 durability loss

Have some feedback for Life is Feudal? Post it here!

Zvonomir
 
Posts: 2
Joined: 26 Apr 2015, 20:24

Patch 0.3.6.0 durability loss

Post by Zvonomir » 26 Apr 2015, 20:34

After the latest patch, we've found out that crafting items reduce the durability of the crafting device, dramatically more than before.

I think and hope that it's been overdone, as you'd only be able to make 2000-3000 nails on a blacksmith's shop, before it's broken. Every time you craft, it lose 50 durability, which I hope is too much.

As I see it, you'll have to spend far too much time gathering new materials, to craft new crafting-devices, than getting on and making higher-end buildings.

I'd like to know whether this is how it's supposed to be.

User avatar
RosenVitae
 
Posts: 34
Joined: 25 Jan 2015, 20:40

Re: Patch 0.3.6.0 durability loss

Post by RosenVitae » 28 Apr 2015, 20:25

Just want to chip in and agree that durability loss on structures/furnitures need an overhaul, they break way too quickly from simple use.

User avatar
Bumber
 
Posts: 8
Joined: 23 Nov 2014, 05:14
Location: California

Re: Patch 0.3.6.0 durability loss

Post by Bumber » 02 May 2015, 12:16

Can't you repair the buildings with all those nails you're making? Never had cause before to see if repairing has been implemented yet.
"Red's a Pokémon Champion, but can he tell us why Youngsters like shorts?"
Red: …
"Get a clue, Pikachu! It's because they're comfy and easy to wear!"

User avatar
Jimboski
 
Posts: 6
Joined: 02 May 2015, 21:18

Re: Patch 0.3.6.0 durability loss

Post by Jimboski » 06 May 2015, 16:11

Yes you can repair the item, but you will lose Created Durability. As you lose Created Durability, the quality of your items goes down. Here is something I ran on a forge. I know of no way to regain the Created Durability without editing the database, so at some point you quality will be so bad you will have to destroy and remake your forge, tub, loom etc.

20000/20000 Durability at the start
Created 22 Iron Bars
19450/20000 Durability
Created 5 Metal Bands
19200/20000 Durability
Created 100 Lumps of Iron
17700/20000 Durability
Created 300 Nails
16200/20000 Durability
Created 2 Iron Ingots
16140/20000 Durability
Created 2 Metal Sheets
16060/20000 Durability
Created 22 Iron Bars
15570/20000 Durability
Created 112 Animal Traps
15030/20000 Durability
Created 700 Nails
11530/20000 Durability
Repaired the forge with 4 Small 100Q repair Kits
19088/19088 Durability (The kits reduced the overall cap)
Created 180 Lumps of Iron
16388/19088 Durability
Repaired the forge with one Large 100Q repair kit
18405/18405 Durability (Reduced the overall cap again)
Repaired the forge with one Medium 100Q repair kit
Repaired the forge with one Small 100Q repair kit
17796/17796 Durability

User avatar
Razoreqx
 
Posts: 91
Joined: 06 Oct 2014, 13:13

Re: Patch 0.3.6.0 durability loss

Post by Razoreqx » 07 May 2015, 02:29

Jimboski wrote:Yes you can repair the item, but you will lose Created Durability. As you lose Created Durability, the quality of your items goes down. Here is something I ran on a forge. I know of no way to regain the Created Durability without editing the database, so at some point you quality will be so bad you will have to destroy and remake your forge, tub, loom etc.

20000/20000 Durability at the start
Created 22 Iron Bars
19450/20000 Durability
Created 5 Metal Bands
19200/20000 Durability
Created 100 Lumps of Iron
17700/20000 Durability
Created 300 Nails
16200/20000 Durability
Created 2 Iron Ingots
16140/20000 Durability
Created 2 Metal Sheets
16060/20000 Durability
Created 22 Iron Bars
15570/20000 Durability
Created 112 Animal Traps
15030/20000 Durability
Created 700 Nails
11530/20000 Durability
Repaired the forge with 4 Small 100Q repair Kits
19088/19088 Durability (The kits reduced the overall cap)
Created 180 Lumps of Iron
16388/19088 Durability
Repaired the forge with one Large 100Q repair kit
18405/18405 Durability (Reduced the overall cap again)
Repaired the forge with one Medium 100Q repair kit
Repaired the forge with one Small 100Q repair kit
17796/17796 Durability



thanks for posting that up Jimbo.. and nice research.. Now we just need a way to turn it off in the world config :)
Razors Edge
A Life is Feudal Persistent World
http://razors-edge.org
22 Custom MODS / Custom Graphics models Planned. Visit our Gallery.


Schpidi
 
Posts: 21
Joined: 26 Apr 2015, 20:17

Re: Patch 0.3.6.0 durability loss

Post by Schpidi » 08 May 2015, 13:26

Hi there,

I had an idea and implemented some stuff yesterday night which maybe can solve / avoid the issue.

But I need some testers, because I have no time to play the next two days...

It would be nice if sb. could login to my testserver:
! [DE] R A B E N F E L S [SC=1500] !

gm-password is pw4schpidi... so you can build faster

Please build a crafting device, use it repair it and so on.
Afterwards give info here or give me a short message if it worked.

If it works, I will post a final solution here for all.

Thank you very much,
schpidi
Visit my new blog about LiF:YO LIVE-Map, database modding, additions and scripts:
http://lif-tools.blogspot.com/

User avatar
Razoreqx
 
Posts: 91
Joined: 06 Oct 2014, 13:13

Re: Patch 0.3.6.0 durability loss

Post by Razoreqx » 08 May 2015, 15:08

Schpidi wrote:Hi there,

I had an idea and implemented some stuff yesterday night which maybe can solve / avoid the issue.

But I need some testers, because I have no time to play the next two days...

It would be nice if sb. could login to my testserver:
! [DE] R A B E N F E L S [SC=1500] !

gm-password is pw4schpidi... so you can build faster

Please build a crafting device, use it repair it and so on.
Afterwards give info here or give me a short message if it worked.

If it works, I will post a final solution here for all.

Thank you very much,
schpidi



I'll do some testing tonight. Just curious. This runs inside a .DSO file, did you modify or replace the .DSO file or write a torquescript to run outside the server or are you just replacing the value of the durability on the building? The quality is also reduced on the built object after a repair kit is applied.
Razors Edge
A Life is Feudal Persistent World
http://razors-edge.org
22 Custom MODS / Custom Graphics models Planned. Visit our Gallery.


Schpidi
 
Posts: 21
Joined: 26 Apr 2015, 20:17

Re: Patch 0.3.6.0 durability loss

Post by Schpidi » 09 May 2015, 23:55

I just posted a possible workaround for your own dedicated servers:

hopefully it is useful for you.

thanks,
schpidi
Visit my new blog about LiF:YO LIVE-Map, database modding, additions and scripts:
http://lif-tools.blogspot.com/


Sirspliffington
 
Posts: 10
Joined: 21 May 2015, 19:12

Re: Patch 0.3.6.0 durability loss

Post by Sirspliffington » 21 May 2015, 19:27

Durability on crafting stations certainly needs a rethink. My hammer has outlasted 3 forge and anvils.... Don't get me wrong, the decay system is a great idea and makes 100Q products much rarer, but it's seriously killing any enjoyment I used to find in this game having to repair/replace everything on a daily basis. There are forges 100's of years old even in my neck of the woods that are very much operational still and I'm sure they didn't have a handyman pop in every week to stop it crumbling to dust.

On a related note, repair kits drop the created durability WAY too quickly. I like the idea of having to eventually replace crafting stations, just not quite so damn frequently.

When most things in this game take a fair amount of time, why should the decay system be an exception to this?

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

Re: Patch 0.3.6.0 durability loss

Post by HolyCrusader » 23 May 2015, 07:17

This is the largest issue in the game right now
The other largest issue is PVP: the durability on all structures need to be increased (&/or trebuchet damage decreased) or something must be done to allow proper customization on what exactly can be done on claimed territory by another faction on servers.


El_fu
 
Posts: 2
Joined: 02 Jun 2015, 06:30

Re: Patch 0.3.6.0 durability loss

Post by El_fu » 02 Jun 2015, 17:17

Push!

Currently I'm a builder on a public Server on a plain version with the last update, and the durability loss is just insane and more worse is the loss of quality.

This is a major issue, because players getting frustrated on repairing and rebuilding essential things over and over again. Most public Servers started to allow 'Endles Mines -- all Soil/Ore unlimited on Q100', because of that fraud.
But on this behavior, major features, like the quality of materials, prospecting/mining, resourece balancing ,trading issues ... and so on, will be much less in use nor tested properly.

So, the general idea behind open alpha, is about to fail. If everyone is going to cheat, you will never get usable response of the economical system - which is the backbone of this game.

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

Re: Patch 0.3.6.0 durability loss

Post by HolyCrusader » 05 Jun 2015, 14:44

El_fu wrote:Push!

Currently I'm a builder on a public Server on a plain version with the last update, and the durability loss is just insane and more worse is the loss of quality.

This is a major issue, because players getting frustrated on repairing and rebuilding essential things over and over again. Most public Servers started to allow 'Endles Mines -- all Soil/Ore unlimited on Q100', because of that fraud.
But on this behavior, major features, like the quality of materials, prospecting/mining, resourece balancing ,trading issues ... and so on, will be much less in use nor tested properly.

So, the general idea behind open alpha, is about to fail. If everyone is going to cheat, you will never get usable response of the economical system - which is the backbone of this game.

Does anyone know if this was fixed in the latest patch?

Return to Feedback Section

cron