Dulrik wrote:
The game doesn't remember what you were wearing prior to death. This would be a significant amount of new work for very little return.
Couldn't we just add a field to the item database with last worn time in epoch, then use that data alongside whatever's in place now for a non-uniform distribution of random loss chance when it's decided that item loss is required?
You could even do a wear all by grabbing the most recent last worn field for each item slot. Treat it like a rollback. Of course, the last worn time would clear out whenever the object enters a new pfile, but that would be easy to simulate: just don't transfer that value when moving it.
Seems like a simple function or two.
An even easier patch would be to bump up the inventory hoarding limit based on how many wearable, but empty slots a player had. A player with feet and no shoes ought to get the +1 to the hoarding limit for the shoes we can assume might be in their inventory. A more fine-grained approach could break the hoarding limit out to item slots with very little additional overhead. That wouldn't even require any new data modeling, unless the system can't already provide inventory statistics.