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Toadwater  |  Toadwater Inn  |  Nicodemus's Classical Tavern  |  Topic: Fence Decay Change 0 Members and 1 Guest are viewing this topic.
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Travis
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« on: March 03, 2011, 06:53:32 am »

Starting on June 1st fences will decay by a different formula.

All fences level 50 and below will have no change.  They will last 2 * Fence Level days.

Fences above level 50 will use this formula for decay.  100 + ln (Fence Level - 50) * 2 days.

As an example of how long fences will last after this change.

Power                              Time Last
10                                      20 Days
50                                      100 Days
60                                      104.6 Days
70                                      106.0 Days
100                                    107.8 Days

If you have any questions, comments or suggestions please post here.

To help prevent anyone from being surprised, in the next patch a message will be attached for refreshing fences to warn of the change. 
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clatra
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« Reply #1 on: March 03, 2011, 08:38:15 am »

I like this change but I think it is unnecessary.
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Ispep Teid
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« Reply #2 on: March 04, 2011, 01:56:36 am »

why the change?
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arp
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« Reply #3 on: March 04, 2011, 02:56:50 am »

Travis is trying to find some way to balance out the control of coninents through small amounts of high level fences.  Increasing fence wear increases upkeep costs, which is moot point if you can maintain a continent.  He is trying nonetheless.
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Travis
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« Reply #4 on: March 04, 2011, 04:26:52 am »

The main reason for this change is to prevent inactives from controlling land for a year after they quit.

Fencing Decay will change in late March 2007 or Early April 2007 in order to scale a little better with level.

Higher level fencing does not decay fast enough, especially when players are achieving higher and higher leveling fences.  Only having to watch your fence line in some extreme cases, once a year is a little unfair and balanced and will be scaled to fit.
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clatra
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« Reply #5 on: March 04, 2011, 05:05:18 am »

The main reason for this change is to prevent inactives from controlling land for a year after they quit.

This has yet to happen which is why it is unnecessary. I guarantee you there are land-hungry raiders keeping tabs on the last time someone played so the raiding can begin with little chance of resistance.
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Travis
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« Reply #6 on: March 05, 2011, 10:57:26 pm »

A popup message has been attached with some quick information about this change.  My goal is to reset this message every month until June 1st to prevent any surprises to players.  Does anyone have any suggestions on how to make sure everyone is aware of this?
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Sgt Mayer
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« Reply #7 on: March 05, 2011, 11:00:57 pm »

An ingame private message to every player in the database would also be smart, just to cover any other possible excuses.

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Crazyman
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« Reply #8 on: March 06, 2011, 02:55:40 am »

This has yet to happen which is why it is unnecessary. I guarantee you there are land-hungry raiders keeping tabs on the last time someone played so the raiding can begin with little chance of resistance.

ROFL. Tell me about it.  :Smiley
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David B. Adams
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« Reply #9 on: March 07, 2011, 01:47:19 pm »

When the change happens will fences that are like level 6 decay suddenly poof?

Zeb
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Travis
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« Reply #10 on: March 07, 2011, 02:01:18 pm »

When the change happens will fences that are like level 6 decay suddenly poof?

Zeb

Yes, that's why it's critical everyone is aware of this.
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Ispep Teid
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« Reply #11 on: March 07, 2011, 02:59:04 pm »

why would level 6 fences decay suddenly if at that level they are unaffected by the change?
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Travis
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« Reply #12 on: March 07, 2011, 03:07:24 pm »

I believe Zebulas was talking about a high level fence (past level 50) that was at the sixth decay step.  When the change comes into place, fences that would expire at the new rate would disappear.   All fences level 50 and below will have no change.
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Bryan
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« Reply #13 on: March 07, 2011, 05:07:47 pm »

Would it be better to just have the new fence decay rate come into play after a fence is refreshed past june 1st? Say I had a level 100 fence and it was at stage 6 decay. Instead of having it vanish, wouldn't it be easier for it to decay normally until it gets refreshed? Or would that be too complicated?
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Travis
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« Reply #14 on: March 07, 2011, 05:29:21 pm »

Would it be better to just have the new fence decay rate come into play after a fence is refreshed past june 1st? Say I had a level 100 fence and it was at stage 6 decay. Instead of having it vanish, wouldn't it be easier for it to decay normally until it gets refreshed? Or would that be too complicated?

That would be very complicated based on how the code works.  The game wasn't designed to have changing fence decay rates.
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Sgt Mayer
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« Reply #15 on: March 07, 2011, 07:30:23 pm »

May I suggest putting a 1 week hold on fences falling the day before you put this in effect.  That way when fences jump to decay 11 they will hold there for 6 days
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I'm standing on the edge of some crazy cliff. What I have to do, I have to catch everybody if they start to go over the cliff I mean if they're running and they don't look where they're going I have to come out from somewhere and catch them. That's all I'd do all day...

Above all. . .Semper Fi
Freebyrd
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« Reply #16 on: March 13, 2011, 01:35:12 pm »

couldn't you just make it if said person don't log in for 2 weeks decay doubles? or something like that.
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