Oblivionnreaver

Remove catchup decay on deed

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We agree that this is a bad situation, forgive Retrograde's confusing wording.

We'll be working to address this, as it doesn't make any sense for decay to work this way. Thanks for the suggestions on possible fixes too @Oblivionnreaver, we'll definitely have to take the effect it'll have on lag into account, as there is a ton of on-deed items on the servers.

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I've known about catch up decay on bulk items in containers for a long time, it happens when sending crates of items via wagoner - some of the contents can be lost due to decay, but thanks to Oblivionnreaver for highlighting that it can affect other items too, even high value possessions such as vehicles.  These would be the priority items for the dev team to fix, from my point of view, and it might be possible for such items to have their decay timers 'reset' to 0 on leaving a deed. In any case, thanks Samool for looking into the situation.

 

In the meantime, as a temporary measure, bulk items are simpler for players to fix ourselves - just take one item out of each bulk container and return it to the same container to 'refresh' the contents before removing the container from the deed - this can save you a lot of decay loss when transporting containers of bulk items, including sending your crates via wagoner.

 

 

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As a programmer of non-mmo things, I dont see why it would be harder to code something to forget decay ticks than to remember them. Is there really no server/database load from remembering the decay tick on the 100,000 billionteen items that have been placed into the scam "paused decay bins"? I dont mess with java though, you kids always say its a great language, why cant it drop variables?

We've been lied to about paused decay bins for a decade and nobody on staff cares at all other than to say "oh right, we were not paying attention to the game, but now that you have brought it to our attention, we will look at it ."

 

Reminds me of that 90 year old man who just bought the 10,000 dollar ad in the wall street journal in order to get AT&T to listen to him.

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@darwin my read on the implementation is that a variable keeps track of when each item last received a decay tick, then decay is scaled based on the elapsed time. This would allow all items to decay at a constant rate regardless of the tick interval or how long the server takes to process each "pass" over the items calculating decay. Still a weird and bad way for decay on deed to work, but slightly harder to avoid than it might seem.

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I don't know what to say here besides it sounds like the devs need to communicate more about what is intended and what isn't. Just because it's written the way it is in the code does not mean all problems were thought of and the decision was still made. And if ever something is truly intended it would be wonderful for you guys to explain to us your intention and why it is the way it is.

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Recently experienced this with my cart. I examined it and it had 0 damage, the moment I went off deed and got off it then tried to get back on I got the  "too bad to command" message. Upon examining my cart, I saw that it took a large amount of damage in a short amount of time.

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I can remember when catch up decay was introduced. It was some time after Pristine opened, but before Xanadu. It was introduced to speed up off dead decay of stuff/items.

I'll see if I can't find the patch notes on it. I have hated it always. I'm very happy to see it being looked at. 

Samool, I think I might love you!

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On 2/15/2021 at 2:50 PM, sarahbee said:

lol yeah, love it when i take my lumps out of the magic chest, put them in a forge, and they almost instantly take 30 damage

Happened to me a few days ago, absolutely on deed and 60% of the lumps got damage in a few seconds after got removed from the magic chest.

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So what happened to my items that had been stored on 11 merchants for years: merchants quit after 3 months, sent items into mail storage, then I checked mail and the catch up tick happened either moving from merch to mail or mail to my spirit castle?  Can this be tracked down as well in the process to make sure someone else doesn't get messed up the same way? Make exiting merchants and exiting mail limbo clear the decay backlog too?

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I think that it just enters the decay function, when on deed or in magical chest it just exits the function without updating the last decay tick date in item - common programming method, simple as that. Just update the last decay tick date before exit and it would be ok.

As for faster decay of items off deed - I'm not a fan of destroying items. Normal decay should be enough. Just think about adding a decay to locks - if a off-deed locked container decays to less than 10 QL or 70 dmg - when the secure protection fails then also the locks could fail - this way old carts, abandoned containers, old bee hives could be reused by other, not littering many places till they decay completely as this sometimes takes forever.

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