Bushes in strange places

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Re: Bushes in strange places

Postby Kandarim » Wed Oct 01, 2014 1:11 pm

Potjeh wrote:Adjacent bushes are critical for making pretty hedgerows, please don't ever nerf. And fix it so we can plant them like this straight from the pot.


inb4 bush walls.
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Re: Bushes in strange places

Postby Potjeh » Wed Oct 01, 2014 1:13 pm

Well they're not particularly sturdy walls, so I don't see a problem here.
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Re: Bushes in strange places

Postby Procne » Wed Oct 01, 2014 1:25 pm

But they don't splash and with even 1 layer you can stack them so close that one would need to destroy like 2-4 before he could walk through
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Re: Bushes in strange places

Postby Kandarim » Wed Oct 01, 2014 1:56 pm

Procne wrote:But they don't splash and with even 1 layer you can stack them so close that one would need to destroy like 2-4 before he could walk through


That said, indeed the current soak on walls means that this is probably a pretty bad wall. Still, it's something.

Also, I just noticed the topic title and I like it.
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Re: Bushes in strange places

Postby MagicManICT » Thu Oct 02, 2014 5:53 am

LOMS wrote: Also, you will follow a good practice if you will repair the game instead of punishing people for using broken mechanics.


Are you asking or telling? :P

Those that abuse broken mechanics have no rights to tears as long as the mechanic as been identified as broken. Abuse at your own risk. I realize that us power gamers need to find every edge case to ab... gain an edge, but some things, such as this, should be asked before using extensively. (Personally, I think it's obvious after the farms were fixed, but who am I to make such decisions?)

As far as "repairing" vs "punishing," there are only so many man hours in a week, and dev time is precious. Bugs have to be prioritized. Just because it's identified doesn't mean it can be fixed in the next week. Anyone that has taken management training and/or read "The Mythical Man-Month" should be able to tell you, adding more people doesn't make the problems go away faster, and can often be detrimental to production. If abuse of a bug warrants disciplinary action, I'm all for the devs dishing it out. It's one thing to push the edge cases, another to push known bugs that are on the "fix" list (or fail to report an issue and abuse without dev knowledge).
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Re: Bushes in strange places

Postby Feone » Thu Oct 02, 2014 7:47 pm

MagicManICT wrote:
LOMS wrote: Also, you will follow a good practice if you will repair the game instead of punishing people for using broken mechanics.


Are you asking or telling? :P

Those that abuse broken mechanics have no rights to tears as long as the mechanic as been identified as broken. Abuse at your own risk. I realize that us power gamers need to find every edge case to ab... gain an edge, but some things, such as this, should be asked before using extensively. (Personally, I think it's obvious after the farms were fixed, but who am I to make such decisions?)

As far as "repairing" vs "punishing," there are only so many man hours in a week, and dev time is precious. Bugs have to be prioritized. Just because it's identified doesn't mean it can be fixed in the next week. Anyone that has taken management training and/or read "The Mythical Man-Month" should be able to tell you, adding more people doesn't make the problems go away faster, and can often be detrimental to production. If abuse of a bug warrants disciplinary action, I'm all for the devs dishing it out. It's one thing to push the edge cases, another to push known bugs that are on the "fix" list (or fail to report an issue and abuse without dev knowledge).


I would argue that making it impossible to place bushes on w/e the mine/house floors are made of would be the quickest fix.
Adding a punishment (losing bushes) to those who did it would require additional efford in coding a mechanic to detect and get rid of this.
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Re: Bushes in strange places

Postby MagicManICT » Fri Oct 03, 2014 1:01 am

Feone wrote:Adding a punishment (losing bushes) to those who did it would require additional efford in coding a mechanic to detect and get rid of this.


Time? Yes. Code? not really. it's just a purge of the database. if my database skills are up to snuff, it should take about 15 minutes to write the script to do so. (Note that I'm not figuring in the time to run said script on a test set and blah blah blah). Why allow people to keep what shouldn't have been? That sounds a lot like saying "no, don't do that" and then turning your back and ignoring the bug abuse.
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Re: Bushes in strange places

Postby LOMS » Fri Oct 03, 2014 1:53 am

MagicManICT wrote:
Feone wrote:Adding a punishment (losing bushes) to those who did it would require additional efford in coding a mechanic to detect and get rid of this.


Time? Yes. Code? not really. it's just a purge of the database. if my database skills are up to snuff, it should take about 15 minutes to write the script to do so. (Note that I'm not figuring in the time to run said script on a test set and blah blah blah). Why allow people to keep what shouldn't have been? That sounds a lot like saying "no, don't do that" and then turning your back and ignoring the bug abuse.


Noone (or, at least, me) has talked about "leaving everything as-is". I talked about ways of problem solving.
If you want to fix some mechanics, which are "broken" - you almost always can go the bad way and the good way.
For example, cupboards. Cupboards aren't intended to be outdoors.
Bad, but easy fix - nuke all cupboards and make cupboards be destroyed with the houses they are in.
Good fix - allow cupboards to be outdoors, but they will decay even on claimed land. This will force players to move they cupboards indoors AND allow players to transfer cupboards between houses.

Same with bushes.
Bad, but easy fix - you can nuke all the bushes and apply that fix, which will not allow to replant bushes on non-soil tiles.
Good fix - Allow bushes to be planted and replanted on earth tiles, and allow them to be dropped on other tiles. Then you can change state for current bad bushes from "planted" to "dropped", noone would be harmed, at the same time this game will get another good mechanics.
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Re: Bushes in strange places

Postby MagicManICT » Fri Oct 03, 2014 1:53 pm

Sure, you give people a warning that they will (eventually) get fixed and to get them out of places before they get nuked... wasn't that just mentioned above?

JohnCarver wrote:I certainly reserve the right to nerf bushes in places they shouldn't be. Don't put them in mines or houses if you don't want them to wither and die one day.


I'd say that this is the official warning that they will get nuked when time is available to fix the exploit. Move your stuff now or much tears will be had.
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Re: Bushes in strange places

Postby Kandarim » Fri Oct 03, 2014 1:56 pm

Besides for former large changes (e.g. the change on signpost storage and brazier changes) JC posted a patch warning well in advance to let us know we should do something about our situation. I'd say that's plenty.
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