nils wrote: ↑24 Nov 2019 12:09
Wouldn't it be easier to implement, and have the same end-result, if you simply reverted back to the old system, but increased the overall chance of an item saving?
And if newbies losing their EQ is a problem, give the newbie-pin a function that overrides the core mechanic and save all inventory regardless.
But it's not only newbies who benefit from the "save on person"-system. That's just one of several benefits with things saving on a player. Other benefits that would go away if we reverted:
- You don't need to gear up every time you want to play (unless you're in a guild that demands it).
- Less need for players in more open guilds to hide stuff in private droprooms around the realms in order not to lose it.
- Casual players benefit a lot by being able to save things on their person which gives them more incentive to play.
- The imbue you worked hard for can be _yours_ as long as it lasts.
- No risk to lose stuff by accidentally LD'ing out and lose EQ. (That always sucked)
- No risk of accidentally quitting out with glowing EQ on you to "lose a glow".
Do we really want to remove the good things with the new system, and bring back the old issues? I think we can do better than just reverting.
As for letting the newbie pin save all inventory, that was discussed in the past (before the ever-saving change), and the concern was that players and/or seconds below veteran would be used as "eq mules" to save older player's stuff. Which is definitely a legitimate concern I think.