loftar wrote:The reason we have opted against it thus far (though I'm still not apodictically opposed to it) is because of the experiences we have had of similar mechanics in Haven, such as from the time when decay on structures was always active, even on claims. With such mechanics, it's often a pain to log in after some minor time of inactivity and notice all the decay around you and realize the boring upkeep you'll have to go through to restore entropy.
I agree. It wouldn't be such a pain if there were a tool to mass repair walls though. Or some repair-bot-thing which you throw stuff into and it automatically repairs objects over extended periods of time

But for me personally it wasn't that bad anyway. Maybe because I tend to prefer small, tightly-packed claims.
loftar wrote:The mechanic we currently consider most viable in terms of perishable food is to differ between fresh and conserved food, like the difference between a freshly-cooked Sunday Steak on the one hand and dried fish on the other hand. As long as there are steady-states in the system, I suspect it might still be a fun mechanic, but we haven't been sure enough to dare try it.
Pretty much what I was thinking. Should be something like that with clothes too, like you wouldn't plow in silken garments, would you?