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Toadwater  |  Toad Server Cage  |  General Support  |  Topic: Fence Deterioration in TW2 0 Members and 1 Guest are viewing this topic.
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Author Topic: Fence Deterioration in TW2  (Read 669 times)
Erila
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« on: October 13, 2011, 01:09:28 pm »

I was walking my base this morning and found a fence that wasn't there. Tooltip tells me this grade 4 fence is at stage 4008. I will need 203474 to maintain that fence!

Please fix. This particular bit of fence is no more than three or four days old at most.
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Mayer
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« Reply #1 on: October 13, 2011, 03:39:39 pm »

can the fence repair cost be lowered as a whole?  I think that when its more cost effective to replace your fenceline rather than to repair it, something isnt quite right.
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[rebel]arp
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« Reply #2 on: October 13, 2011, 09:58:08 pm »

can the fence repair cost be lowered as a whole?  I think that when its more cost effective to replace your fenceline rather than to repair it, something isnt quite right.
Your fences must not be very good Wink
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Viceroy Twisti
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« Reply #3 on: October 14, 2011, 02:18:21 am »

Considering it costs 0 gold to replace your fence line, that would mean we would have to lower refreshing cost to zero. And if anything, I'd raise it.
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Mythic
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« Reply #4 on: October 14, 2011, 04:14:03 am »

Considering it costs 0 gold to replace your fence line, that would mean we would have to lower refreshing cost to zero. And if anything, I'd raise it.

Well I would count the cost you loose from not selling the fence, and the time it takes. Though those are offset by the xp you get
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[GEH!?!!]lazyguy
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« Reply #5 on: October 19, 2011, 09:43:37 am »

Twisti: That works now, but in the future I doubt people are going to enjoy replacing all the high level fencing they have worked to get.  That would be a real pain.

Overall: TW1 economics that were altered due to gold having no value should probably be reverted back to their original state.

The changes made to tree aging and (if travis chooses to) leaving out super machines should better retain the value of gold.
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Viceroy Twisti
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« Reply #6 on: October 19, 2011, 12:27:01 pm »

So you are literally suggesting to set fence refresh cost to zero ?

In that case, sorry, that's just not up for discussion. Fence refresh cost is the only thing preventing people from placing infinite fences. We already have people who have five THOUSAND fences down. If anything, fence refresh cost needs a steep increase, not a decrease.
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Erila
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« Reply #7 on: October 19, 2011, 02:12:54 pm »

Right. And those same people have access to fences that don't deteriorate as quickly, because they are slightly older and more established. While newer ones are having fences rot and are becoming prey to the opportunists, because they don't have access to the slightly higher grade fences.

It takes time to build up forestry and construction to the point where a player can stop being easy prey and start to fend for themselves. Those same newer players also don't have lots of gold to pay for fence refreshing. Nor can they knock out fence after fence.

I really wish you'd reconsider lowering fencing refreshment costs.
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NewSpider
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« Reply #8 on: October 19, 2011, 03:37:48 pm »

The whole point of raising fence refresh costs based on how many fences you have is to scale the cost depending on the stage you're at as a player.

If you think you need to have a few hundred fences to secure your land then you need to be able to afford them.

Besides, even level 1 fences last 10 days, and level 2 fences last around 3 weeks.  If you seriously can't manage to replace your entire fenceline within that timeframe you have taken too much land.
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Erila
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« Reply #9 on: October 19, 2011, 05:27:59 pm »

Of course. I'm so silly to suggest things should be different.

 Roll Eyes

Meanwhile, some people have continent-sized bases because they got there first and fenced off small bottleneck areas with fences. Fences they are able to maintain due to good macros, and heaven knows how many mules. The rest of us should be content with postage-stamp sized plots, apparently. And any suggestion that things are harder on newer players gets met with comments along the lines of us having to be content with less.

Yes, silly me. Maybe TW could be content with one less subscriber. Fair enough?
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« Reply #10 on: October 19, 2011, 05:42:52 pm »

I hate to be Mr. Negative on this, but all of us are new players right now.  The server hasn't even been up and running for a month.
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Deadly Sane
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« Reply #11 on: October 19, 2011, 06:04:14 pm »

I believe the fence refresh cost is same as it is in TW1, and that is wrong, wrong, wrong! It should be lowered to what it was on TW1 before Travis raised the refresh cost because of the huge gold inflation on TW1.
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« Reply #12 on: October 19, 2011, 06:07:52 pm »

Meanwhile, some people have continent-sized bases because they got there first and fenced off small bottleneck areas with fences.

I dont think you should worry about this too much, I'm rank #2 and have a tiny base with no bottle neck. You dont need a huge section of land to play well.
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Hoshiko
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« Reply #13 on: October 19, 2011, 06:15:24 pm »

Please don't change the fence deterioration or cost. Its calulated just right for each lvl of fence as it should be. This is a game of stategy, planning ahead is the name of the game. I know exactly how much gold I need to make everyday to keep my fences maintained.
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NewSpider
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« Reply #14 on: October 19, 2011, 07:47:50 pm »

Of course. I'm so silly to suggest things should be different.

 Roll Eyes

Meanwhile, some people have continent-sized bases because they got there first and fenced off small bottleneck areas with fences. Fences they are able to maintain due to good macros, and heaven knows how many mules. The rest of us should be content with postage-stamp sized plots, apparently. And any suggestion that things are harder on newer players gets met with comments along the lines of us having to be content with less.

Yes, silly me. Maybe TW could be content with one less subscriber. Fair enough?

There are still a number of bottleneck areas which people could grab if they had the patience to walk to them.  There is also a huge amount of coastal land which massively reduces the number of fences you need.

You also need to bear in mind that the game has only been up for a few weeks.  If you put up level 2 fences, then you will at the very most have needed to refresh them once in that time.

I'm not for a moment saying that things should remain difficult for new players.  Quite the opposite in fact is true of TW 2, with the inclusion of maso bamboo and pepper crops skills which were hard to raise when I first started are relatively quick and easy now.

You can't have everything on a silver platter, fence refresh costs are relatively high to encourage people to think carefully about where to put their base and how many fences they really need, and at this early stage in the game you really can just let them fall and replace them with new and better fences very easily.
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[GEH!?!!]lazyguy
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« Reply #15 on: October 19, 2011, 09:49:37 pm »

I believe the fence refresh cost is same as it is in TW1, and that is wrong, wrong, wrong! It should be lowered to what it was on TW1 before Travis raised the refresh cost because of the huge gold inflation on TW1.

Apparently Twisti thinks that means fence refresh should be free... Tongue
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Viceroy Twisti
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« Reply #16 on: October 19, 2011, 10:31:48 pm »

Apparently Twisti thinks that means fence refresh should be free... Tongue

Let's not take things out of perspective.

I was replying to:

can the fence repair cost be lowered as a whole?  I think that when its more cost effective to replace your fenceline rather than to repair it, something isnt quite right.

Considering that replacing your fenceline costs 0 gold, the only way his wish that replacing shouldn't be more expensive than refreshing to come true would be to lower the cost of refreshing to 0 as well.
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