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.