How "regenerative" should worlds be?

Indeed, i think a few days would be great for restructure time, however i as you said that it should differ. so forexample grass might take 6 ingame days to grow out or decay (2 hours) wood might take 12 hours real life, stone might take 42 hours and so on.

I don’t think it should take so much time for common grass to grow back. We can put it back ourselves with seeds, you know :smile:

But yeah, the rarer the material — the more time to regenerate. At least that’s how I see this, and it would make them even more desired and valuable.

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In my experience, all humans are the “bad guys” (vis-a-vis nature, that is). What I mean is we typically don’t act like “Protectors”, we build, buILD, BUILD!

Also, there could be aquatic “Protectors” that roam the seas. That would be cool (and make swimming more dangerous).

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Right, i forgot that, meant dirt blocks then. think it would be great if certain blocks regnerated faster in different weathers and slower in others, for example trees and grass would regrow quicker in rain but slower in ice areas.

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This would mean that when the world starts to regenerating after I did some open-cast mining that there would be a dirt cover that would “quickly” regenerate over the hole while the hole takes longer to fill up. This would be a kinda odd regeneration logic.
I think it should regenerate bottom-up or outwards from existing blocks.

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Nice argument, however i assume if you were mining you would be mining in the mountains and not in the ground? isnt it more weird if stone could regen faster than dirt? also wouldnt the same logic apply if you start lower in a mountain and work your way up? then your entrance would also get blocked (if they used bottom up) for outwards that would also mean that the hole got even quicker regenerated or that it would take ages to regen just a few blocks :smile:

For mining purposes, the “mine shaft” wouldn’t get regenerated while you were working on it (it would need to be inactive for some time before it get’s “repaired”) and maybe you could create a temporary beacon around the mine to keep things untouched for a few days.

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I disagree with primitive “outbeacons” conception. You will become unsteady with appropriation every piece of road.
Regeneration process must issuing from existing blocks. In this way, if entrance of mine will regrow by dirt, it may be considered as collapse (or caving-in).

I’m sorry but I don’t understand what you want to say with the first part… Could you rephrase that?

About the cave. It doesn’t make sense that dirt grows over a cave entrance. If anything you’d have to start from within the cave before grass could settle on the colapsed cave.
But cave-ins could be cool^^

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I mean: it’s very difficult to protect big structures like a road with manual beacons and more difficult to learn game do it automaticaly

Hm… actually no^^ I mean. As I understand beacons atm, we will be able to form them however we want. And since most streets are straight there shouldn’t be a problem with beaconing them easily.

Do you mean it’s even more difficult to make the game do it automatically or to learn how to let the game do it automatically?

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If a timer system is implemented (reset a reclamation timer for structures that are visited by users in the world) then infrastructure outside of personal beacons like roads, ice highways (:)), etc. should be well-enough traveled that they’re not reclaimed by the “Protectors.” And if they do get munched from time-to-time that wouldn’t be all that different from the real world where infrastructure needs to be kept up. Hopefully that would be an edge-case and not something that would get too annoying to have to keep working on.

It’s the things like mines that are used by a single user, etc. that I would think beacons could be useful.

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I mean first: to make the game do it automatically. It’s simply for straight streets, but difficult for long roads between two or more towns. This roads cann’t be straight, they will twist between hills and rocks.

About timer: I think, characters can posses some kind of souls’s scent. This scent can prevent reconstruction, and active roads will stay still, but abandoned roads and buildings will be destructed.

How hard it will be to beacon long or twisted streets depends only on how the devs implement beacons. So we can’t really say something about that yet.

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Again, single voxel beacons (which seems to be what they have planned now except they are infinitely tall and low) so say if you want to make a road you literally just make the road and beacon each individual block, you would most likely like to beacon one blog on either side out though and maybe beacon a few high, but if you do that then it should stay with no problem.

the problem however with ‘‘only keep travelled roads active’’ is if we end up with a very complex infrastructure and maybe a single person would like to have a road from his house to the nearest city just so he can find it, if he is the only one using that road then clearly it would disappear, why would you punish a person who is WILLING to use a beacon on the road, by saying ‘‘i know you can pay, but nope, only main travelled roads’’ same thing if we get dungeons or raids, if there is a raid zone then you could make a road from the nearby city to it, but if it requires a certain amount of people it will most likely only be used in the weekends where people have time. what if you want to dig a tunnel through a mountain so WHEN people need to get through a mountain they dont need to climb all the way to the top and down but can go through it, say that is only used once every 2 weeks when people find it, but imagine the joy when they do, the joy of finding a road made by another player purely selflessly to lessen the burden of travellers. you dont think that is worth having?

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What about having community beacons for roads. Somebody crafts it and it is good for X days, to keep it active there is a community donation involved.

This beacon

  1. Would have no owner and cannot be reclaimed if destroyed.
  2. Would disappear of unfed for X days
  3. Changes color based on closeness to expiration (blinking in the last day).
  4. Cannot prevent griefing, just regenerating
  5. Can be destroyed by anyone.
  6. Is super cheap to make, so not a big deal if a griefer takes it out.
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  1. i am personally against the idea of constant beacon upkeep, also as my previous example ‘‘what if you make a pass through a mountain which might only be used once in a while, why would you force people to constantly pay just for trying to do something good?’’

  2. the point of beaconing is to protect against regen AND grifers, allowing everybody to destroy the road at will would be absolutely horrible, because you know griefers will do it

You have a very ideal view on it, if i truly believed that people wouldnt go destroy roads just to be dicks then i would agree, but i dont believe that, quite the contrary

Nobody is saying that you can’t make a personal beacon and use it, but it is not desirable or fair to make everyone do that for a road. Besides, personal beacons prevent community work. I rather enjoy going through areas and improving the quality of the roads.

I am not idealistic, but if these noregen beacons are super cheap, griefers wont find value in griefing them.

Too much selfish stuff will promote selfish playing.

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Personal beacons however go from the highest to the lowest, which i say, i think there SHOULD be specific road beacons, however i think they should only cover a certain height, meaning i could make a beacon which is 50 long 5 wide and 2 tall to cover a road rather than making a 50 long, 5 wide and 256 high, if you want groupwork you should either A) make the road BEFORE you beacon it, or B) just put their tokens in the beacons, but it is a tricky one i admit. i just think the main focus should be ‘‘What if you make something to help people even though it is rarely used’’ rather than ‘‘You should only be able to stop regen from things which are constantly used’’ which it seems to be going for right now :smile:

also this, you are taking someone’s else’s work and changing it, this is the literal definition of griefing, even with the best of intention, if you change something people made without asking, you are griefing, you see?

I disagree on that. How many sky roads have you seen made out of single column of dirt? It is garbage and even the person that made it knows that.

I do agree people should have the option to personal beacon their own road if desired, but it should be expensive as roads do get in every other player’s way (yes building half hearted roads is a form of griefing)… I would never do that personally because I want to welcome people to play with me in their own way. If you build open, you know the results may not be awesome, but it is ok, really. More times than not, others will come improve it or at least join to it.

The only thing I want to stop is regeneration of roads.

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