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 Post subject: Problem with anti-hoarding
PostPosted: Thu Apr 16, 2015 10:36 pm 
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Mortal

Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
Okay, so...

1) Lumiere gets a shiny new weapon.
2) Lumiere decides to raise coin. He grabs piles of loot to sell.
3) His connection goes down for an hour and a half.
4) He logs back in. His shiny new weapon has been stolen by thieves.

This is the second time that I have been 'de-hoarded' by this new code.. and, I don't hoard things.

Please put a timer on an item, and only have it count towards de-hoarding when the timer has passed up. Freshly-gotten items should have a grace period before they count towards hoarding. When de-hoarding IS activated, the most recently-acquired, or recently-spawned items should be stolen first.


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 8:02 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Not going to change. Thievery happens on logout.

If you were carrying, but not wearing, more than a certain number of wearable limited items, then you were hoarding by definition and you will be de-hoarded. Period.
http://www.shatteredkingdoms.org/forums/viewtopic.php?f=26&t=25565&p=420409&hilit=hoarding#p420409


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 9:04 am 
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Joined: Tue Sep 09, 2014 8:18 pm
Posts: 374
Six humans worked around half an hour for the weapon I think OP is referencing.

It's kind of annoying to know that three man-hours of work were deleted by the code because Lumiere's internet connection went down.

My character recently found the way into the Frozen Wastes. Features like this are what motivate me, the player, to choose not explore it.


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 9:33 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Lumiere really does have a point here.

One of the common ways to gain coin in SK is through selling items, and most items that sell for coin are technically "limited," even the ones that no character would actually wear on purpose. I can think of quite a few examples of this. You can't gather items to sell without carrying them (Unless you're playing a hellion, necro or sorc) so for the majority of the playerbase you are required to, however temporarily, be "a hoarder" in the time between picking up 10+ items that you were only trying to sell, and selling them.

Two main things could happen during this: Either the game could go down, forcing you to logout, or your internet connection could die, forcing you to logout. In either case the fact that you were carrying around 10 extra level 30 limited items that are never ever in demand will cause you to lose the items that you were legitimately using.

Is there no way to account for the fact that doing something as basic as picking up a handful of level 30 items and getting disconnected runs the risk of losing hours of in-game work?


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 9:43 am 
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Joined: Tue Jan 27, 2015 5:43 am
Posts: 107
Arcadie wrote:
Six humans worked around half an hour for the weapon I think OP is referencing.


Hrmph! That glaive had a LOT of speed enchants added to it, too! Oh, the humanity! 8)


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 10:30 am 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
Lumiere wrote:
Okay, so...

1) Lumiere gets a shiny new weapon.
2) Lumiere decides to raise coin. He grabs piles of loot to sell.
3) His connection goes down for an hour and a half.
4) He logs back in. His shiny new weapon has been stolen by thieves.

This is the second time that I have been 'de-hoarded' by this new code.. and, I don't hoard things.

Please put a timer on an item, and only have it count towards de-hoarding when the timer has passed up. Freshly-gotten items should have a grace period before they count towards hoarding. When de-hoarding IS activated, the most recently-acquired, or recently-spawned items should be stolen first.


the Lord giveth and the Lord taketh away

perhaps prayer can ease your suffering


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 12:16 pm 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
To play the D advocate. The reason he is not going to change this I strongly suspect is because it would put a hole in the dehoarding code big enough to get every interesting item rehoarded.
If the code is based on when an item is looted or worse when it is given to a new player. Person gets unique item logs out with in time disconnects if that is required. That item isnt seen for the month. When you consider there was/are people who play the game in ways to get around the monthly dehoarding code you can be be confident that the risk of such is non zero. As I understand it player files are only loaded on log in and when logged out they are returned to just storage to save the game from having memory lag issues from someone deciding to make 1000 troll accounts. The only time this is not the case is in a monthly reboot when the game checks all the playerfiles for rewards and monthly dehoarding. Not knowing how this is done Im assuming it is non trivial in terms of server quality hence why it is done in a reboot and not keeping the game live.

Sucks when it happens but does it suck so much we should open things up to such abuse? I tend to think not. Where there is a hole in the code there is an A hole who will take advantage of it, this is why we cant have nice things.


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 12:51 pm 
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Joined: Tue Sep 09, 2014 8:18 pm
Posts: 374
It would be an easy fix from a coding perspective.

One crontab job. For each pfile, if the player is offline and has been for more than X hours, temporarily lock the file and dehoard it.


Done and done.


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 5:24 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
If you want that limited item to be safe from de-hoard thieves, equip it. Otherwise, if you have more than half-a-dozen other limited items in your inventory, its fair game to be stolen at logout.


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 Post subject: Re: Problem with anti-hoarding
PostPosted: Fri Apr 17, 2015 5:45 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I can respect the code change, and I think it was good, but I think that the natural result for melee classes is that you aren't going to be able to farm coin by selling limited items. You risk losing your secondary weapon if you pick up limited items to sell. Mercenaries come to mind as a class that all but requires carrying around a secondary limited weapon, since they have two specs: And that means there's no way they can pick up six limited items, even for a temporary period of time like selling them, without risking their second specialized weapon being lost to a disconnect or crash.

Personally, I think it'd be nice if you were allowed one or two extra weapons on your person that wouldn't fall under the hoarding rules: Maybe even only mercenaries should be granted this boon, and that for their specialized weapons. In the meantime, (and perhaps permanently) it seems like if you want to go the route of selling limited items for coin, you'll have to use a tribunal guard/charm/dominate to carry the items for you.


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