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Does the hoarding code item limit need to include magical devices and other items?
Yes 38%  38%  [ 6 ]
No 63%  63%  [ 10 ]
Total votes : 16
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 Post subject: Re: Hoarding code needs work.
PostPosted: Wed May 14, 2014 6:41 pm 
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grep wrote:
I do not know what the best container nerf would look like, but I know it would create an active and dynamic system that would create more gameplay diversity than flat item-type limits rolled into de-hoarding code.


A container adjustment would be a better way to go about dealing with hoarding in general, but it would require changing how containers work on Shattered Kingdoms. Currently, the maximum capacity of a container is a set amount of weight with the size of the container only limiting the size of the item that can be put inside.

That sort of system obviously favors gathering up lots of light weight items, which have likely have been reduced to size tiny in order to minimize weight, while hurting the average player (especially if they play a large or giant-sized race) that wants to use their container to carry around an extra weapon or two in case they are disarmed. I'm all for containers being the limiting factor on gear carried, if and only if the design of containers is changed from weight to a set number of items.


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 Post subject: Re: Hoarding code needs work.
PostPosted: Wed May 14, 2014 9:34 pm 
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Joined: Fri Jan 31, 2014 1:30 am
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Location: Yacolt, Washington
Religious symbols shouldn't be taken away by thieves.


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 Post subject: Re: Hoarding code needs work.
PostPosted: Wed May 14, 2014 10:57 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Can I throw in the idea of incrementing time requirements depending on the number of magical devices? You have six MD's that are safe and if you add another, that's 2 extra hours you have to log. Add another? That's three extra hours.
Extra hours would require more inn time forcing hoarders to get what's coming to them.

6 heal potion limit though? Hah. Fug no. You blow through six double heals in one fight and then have to fight off reinforcements with nothing? No thanks. That's too outrageous.
Anything created (brewed pots and scribes scrolls) should not have a limit.
We have saves to prevent spam double petrification.

(Haven't read this topic all the way through. I'll catch up tomorrow. Bit I needed to get these ideas out there.)


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 Post subject: Re: Hoarding code needs work.
PostPosted: Wed May 14, 2014 11:34 pm 
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Trosis wrote:
6 heal potion limit though? Hah. Fug no. You blow through six double heals in one fight and then have to fight off reinforcements with nothing? No thanks. That's too outrageous.
Anything created (brewed pots and scribes scrolls) should not have a limit.
We have saves to prevent spam double petrification.


No, it is perfectly reasonable. Six double heal potions is more than enough to give you an entire extra full health pool.


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 Post subject: Re: Hoarding code needs work.
PostPosted: Thu May 15, 2014 5:29 am 
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FinneyOwnzU wrote:
Trosis wrote:
6 heal potion limit though? Hah. Fug no. You blow through six double heals in one fight and then have to fight off reinforcements with nothing? No thanks. That's too outrageous.
Anything created (brewed pots and scribes scrolls) should not have a limit.
We have saves to prevent spam double petrification.


No, it is perfectly reasonable. Six double heal potions is more than enough to give you an entire extra full health pool.


And then you spend a solid week obtaining enough vials and convince a priest to brew up six more double heals? That doesn't bode well for someone who actively pk's 3-4 times a week.


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 Post subject: Re: Hoarding code needs work.
PostPosted: Thu May 15, 2014 5:39 am 
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FinneyOwnzU wrote:
No, it is perfectly reasonable. Six double heal potions is more than enough to give you an entire extra full health pool.

The problem I see with this situation is someone who logs in has 6 double heal. The guy coming to PK them has just sat down with the priest and has 10 double heal knowing he is going to go and use 4 or more when he picks a fight. This is going to create wasted work and effort from brewers and scribes as people would likely feel the need to top up their vials every time they log in or at the very least before they PK. Then you need to think about if you limit the potions by are they the same spell or by vial type or by a blank all vials (quaff able items). If you use the later then what about giant strength, haste, word of recall etc. What about herbs that do the same as vials, what about scripted consumables that act like vials. The problem with using dehoarding to balance out the playing field like that is that it only takes affect when people log out of the game.

I think vials, scrolls and wands of weak strength shouldnt really have a limit as the items dont have a limit. If its a limited number item it should find its way into the hoarding code. If you limit all potions scrolls staves and wands into dehoarding regardless of power you are going to create a bigger learning curve between the knows and the know not. Getting your hands quickly on some healing vials or other buffs would change the game to be even more favorable for the attacker rather than a defender.

As far as container limiting I dont think that would help that much considering you can wear at least 4 slots of containers. Not to mention you can carry an armful if your not that worried about rogues. I dont see a change affecting true hoarding by people taking items so others cant use them. Even if you limit each container to 4 items that is 16 items in containers and then lets say 18 items carried someone can still hoard 30ish items away from other players not counting what you wear.


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 Post subject: Re: Hoarding code needs work.
PostPosted: Thu May 15, 2014 6:35 am 
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SK Character: Theodoric
With respect to hoarding, I think a cap of 6 limited potions/devices/treasures would go nicely with the cap on limited wearable items.

I think the idea of capping non-limited items is a don't balance issue, not a hoarding issue, and I think it's much more complicated and deserving of its own more holistic discussion elsewhere. I don't think it is quite as simple as "if I can't have 3 magma staves, you can't have 10 heals."


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 Post subject: Re: Hoarding code needs work.
PostPosted: Thu May 15, 2014 7:02 am 
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patrisaurus wrote:
I think the idea of capping non-limited items is a don't balance issue, not a hoarding issue, and I think it's much more complicated and deserving of its own more holistic discussion elsewhere. I don't think it is quite as simple as "if I can't have 3 magma staves, you can't have 10 heals."


Non-limited items are already capped by the current hoarding code, so this is just an extension of the existing logic. Adding more categories will get a bit cumbersome since it will require a check list to determine if you are over-the-limit for a specific category.

Grep's idea resolves most of the issues without requiring an inventory check list every time you play.


Last edited by FinneyOwnzU on Thu May 15, 2014 7:08 am, edited 1 time in total.

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 Post subject: Re: Hoarding code needs work.
PostPosted: Thu May 15, 2014 7:07 am 
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Are they? That isn't my understanding. I don't see why they would be under the scope of hoarding code, as by definition they are available to all at any time.


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 Post subject: Re: Hoarding code needs work.
PostPosted: Thu May 15, 2014 7:10 am 
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patrisaurus wrote:
Are they? That isn't my understanding. I don't see why they would be under the scope of hoarding code, as by definition they are available to all at any time.


You can test it easily enough. Go grab a bunch of weapons or armor, log out and see what happens. I'll save you the trouble, though, cause you're going to randomly lose stuff till you're below the cap.

Been there, done that.

All items on SK are limited. The quality of the item determines how many exist, except for maybe poor quality and those seem to be unlimited. Once you to get to average/above average - everything has limits.


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