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 Post subject: Dehoarding naked people
PostPosted: Fri Dec 05, 2014 1:13 pm 
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Joined: Wed Nov 05, 2014 9:19 am
Posts: 309
I recently had the unpleasant experience of getting raised from the dead, forgetting that I need to re-equip everything after being raised, logging off, and logging back in to find that I had been de-hoarded of my own stuff, since there were too many things in my inventory and not enough on my character.

1) Please fix the dehoarding to give a wider allowance to naked people, to accomodate for the fact that they aren't wearing their own gear.

2) Please fix all raise dead to make the person raised have all their things equipped, just like depetrified people.


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 Post subject: Re: Dehoarding naked people
PostPosted: Sat Dec 06, 2014 10:31 am 
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Joined: Thu Sep 04, 2014 4:30 pm
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I've always thought option 2 would make sense ICly.

I mean, at what point between dying and rising from the dead did you get nekkid? Did that creepy shaman undress you?


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 Post subject: Re: Dehoarding naked people
PostPosted: Sat Dec 06, 2014 11:55 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
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.


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 Post subject: Re: Dehoarding naked people
PostPosted: Sat Dec 06, 2014 12:30 pm 
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Joined: Wed Nov 05, 2014 9:19 am
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Hint:

The same way the game remembers what a depetrified person was wearing.

What you were wearing prior to death is everything that's still on your corpse. You could just force any raised person to fire an invisible 'wear all.'


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 Post subject: Re: Dehoarding naked people
PostPosted: Sat Dec 06, 2014 3:21 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
That is not the same as what you were wearing at death. It is a random wear all, which may or may not be what you were wearing at death.

And then when someone forgets to switch out for the correct gear, it will be back here on the forums asking for a more precise version. Just type wear all for yourself please.


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 Post subject: Re: Dehoarding naked people
PostPosted: Sat Dec 06, 2014 6:04 pm 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Dulrik wrote:
Just type wear all for yourself please.


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 Post subject: Re: Dehoarding naked people
PostPosted: Sat Dec 06, 2014 10:58 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
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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.


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 Post subject: Re: Dehoarding naked people
PostPosted: Sun Dec 07, 2014 8:48 am 
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grep wrote:
An even easier patch would be to bump up the inventory hoarding limit based on how many wearable, but empty slots a player had.


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 Post subject: Re: Dehoarding naked people
PostPosted: Mon Dec 08, 2014 10:10 am 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
grep wrote:
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?



I'm pretty sure there's a limited number of available fields, and we already use a lot on objs. Plus every time you add an additional field you also add an additional memory requirement that suddenly is added to EVERY copy of EVERY item in the game. By itself that's just a drop in the bucket, but when you add every single one of those items loading every single time, that bucket can grow substantially.

Ultimately, given how seldom use the 'breath of life' and 'raise dead' spells are really used, and the overall minimal benefit of this posits it so low on the list of priorities to make itself virtually negligible. The amount of personal effort that goes into a player checking his own equipment before logging out after a raise seems the most appropriate and time-efficient place to keep that responsibility & effort.


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