saving time of non-combat items
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: saving time of non-combat items
Limits on recovery serve at least two purposes:
1. They remove stale/invalid items from the game. Imagine showing up 5 years later with a weapon that was removed from the game for balance reasons.
2. They prevent abuses with regard to magic item limits. Imagine creating newbie characters and handing them a flaming black broadsword to save. Do this enough times and you can always just bring back old newbie characters when you need some piece of equipment.
Items are not meant to last beyond 2 Armageddons on average. This is the rule for all equipment. The limit on recovery serves the same purpose.
For items like herbs, there will be ways coming to store them in the game. There are issues with the game storage of thousands of herbs for recovery. This was made worse with the faster recovery of herbs recently introduced.
1. They remove stale/invalid items from the game. Imagine showing up 5 years later with a weapon that was removed from the game for balance reasons.
2. They prevent abuses with regard to magic item limits. Imagine creating newbie characters and handing them a flaming black broadsword to save. Do this enough times and you can always just bring back old newbie characters when you need some piece of equipment.
Items are not meant to last beyond 2 Armageddons on average. This is the rule for all equipment. The limit on recovery serves the same purpose.
For items like herbs, there will be ways coming to store them in the game. There are issues with the game storage of thousands of herbs for recovery. This was made worse with the faster recovery of herbs recently introduced.
Re: saving time of non-combat items
Is this a Gardeners getting an update I hear?petros wrote: For items like herbs, there will be ways coming to store them in the game. There are issues with the game storage of thousands of herbs for recovery. This was made worse with the faster recovery of herbs recently introduced.

Re: saving time of non-combat items
<oldFogeyVoice>
"Back in my day, we had to sell the herbs when we logged out and buy 'em all back when we logged in again."
</oldFogeyVoice>
We may not have it quite as bad as we think...
"Back in my day, we had to sell the herbs when we logged out and buy 'em all back when we logged in again."
</oldFogeyVoice>
We may not have it quite as bad as we think...

Re: saving time of non-combat items
Celephias wrote:<oldFogeyVoice>
"Back in my day, we had to sell the herbs when we logged out and buy 'em all back when we logged in again."
</oldFogeyVoice>
We may not have it quite as bad as we think...
Pure luxury I'd say. ^^
Might and Glory flaming for changing dawn, ancient power revealed of an iron crown, clear and cold and shining so far and bright, crush the world in one clash of your binding light.
Gû kîbum kelkum-ishi, burzum-ishi. Akha - gûm-ishi ashi gurum!
Gû kîbum kelkum-ishi, burzum-ishi. Akha - gûm-ishi ashi gurum!
Re: saving time of non-combat items
pardon me, but who in this topic suggested anything else but herbs/containers/potions/etc. should be target to such a change ... except you?petros wrote:Limits on recovery serve at least two purposes:
1. They remove stale/invalid items from the game. Imagine showing up 5 years later with a weapon that was removed from the game for balance reasons.
2. They prevent abuses with regard to magic item limits. Imagine creating newbie characters and handing them a flaming black broadsword to save. Do this enough times and you can always just bring back old newbie characters when you need some piece of equipment.
Items are not meant to last beyond 2 Armageddons on average. This is the rule for all equipment. The limit on recovery serves the same purpose.
btw. limit on recovery of herbs and containers serves the purpose that "items (herbs and containers?!?) are not meant to last beyond 2 Armas"? news ...
Re: saving time of non-combat items
I totally agree with previous speakers that it is strange and inconvenient, to say the least, to have normally always recoverable items such as backpacks, lamps, potions and herbs disappear just because you have not logged in for 2 weeks. Getting equipped and ready to go out adventuring in Genesis takes a significantly longer time than most games already and this is definitely an obstacle that would be easy to remove. Is it really worth keeping this while risking potential players, who may only have an hour or two to play, deciding not to bother logging in as they would only have time to gather equipment anyway?
I understand Petros' first point but wouldnt it be easier to check if a player is carrying an offensive piece of equipment when he logs in, and then delete it, rather than arbitrarily deleting everyones inventory when they have been gone for more than 2 weeks, on the off-chance that there is something there that shouldnt be there? And even if someone manages to log in with an old piece of equipment would that be the end of the world? As long as the item isnt coded to be unbreakable and to always glow it would be gone soon enough anyway.
Petros' second point makes no sense however as handing things between your alternative characters would be illegal anyway. Not to mention that it sounds like a very convoluted way of storing equipment for your main character.
If anything I believe it should be made easier to store equipment for characters between logins in order to minimize the time needed between waking up and actually being out and adventuring. This would make Genesis a lot more appealing for people who may only have an hour or two to spend. Members of guilds with organised armouries have things quite nifty at the moment with the autosaving racks but players in less organised guilds and players without strong guild affiliations, especially new players, will still find getting equipment a struggle every time they wake up. Things would become easier if a weapon and a piece of armour or two always could be saved between logins, regardless of whether the items glow or not. This could easily implemented by either creating a command similar to the 'keep' command or by opening a locker service in Sparkle where players, for a fee, could stash a certain amount of equipment. This service should of course be cheap for young players but increasingly expensive with experience. Ideally experienced players would use their guild armouries for free whereas new players would have an easy way to not have to start completely from scratch every time they wake up. Certain items should, for practical purposes, not be possible to store, like unbreakable items, but most others should definitely be allowed.
This storing of items will of course cause problems for those wishing to keep a strict limit on the number of certain magical items but I do not really care. In my opinion the 'limit' system is deeply flawed and causes a lot more problems than it solves and should as soon as possible be replaced with a straight percentage system of the likelihood of an NPC spawning with a certain item. This would sort the problem of items spawning more frequently certain days than others, hoarders couldnt ruin the chance of people finding the items they sought, items gathering dust in armouries would no longer prevent more of them from being cloned anew and so on. Back when I started playing Genesis, Gorgun always carried a leech, Gashnak always had an excellent halberd, Goliath always had a bloody steel axe and so on, and somehow most people managed to have fun. Armageddon every six hours was less fun though.
Well.. this turned out to be more of a rant than I had intended when I started writing... sorry.
- Zingil's player
I understand Petros' first point but wouldnt it be easier to check if a player is carrying an offensive piece of equipment when he logs in, and then delete it, rather than arbitrarily deleting everyones inventory when they have been gone for more than 2 weeks, on the off-chance that there is something there that shouldnt be there? And even if someone manages to log in with an old piece of equipment would that be the end of the world? As long as the item isnt coded to be unbreakable and to always glow it would be gone soon enough anyway.
Petros' second point makes no sense however as handing things between your alternative characters would be illegal anyway. Not to mention that it sounds like a very convoluted way of storing equipment for your main character.
If anything I believe it should be made easier to store equipment for characters between logins in order to minimize the time needed between waking up and actually being out and adventuring. This would make Genesis a lot more appealing for people who may only have an hour or two to spend. Members of guilds with organised armouries have things quite nifty at the moment with the autosaving racks but players in less organised guilds and players without strong guild affiliations, especially new players, will still find getting equipment a struggle every time they wake up. Things would become easier if a weapon and a piece of armour or two always could be saved between logins, regardless of whether the items glow or not. This could easily implemented by either creating a command similar to the 'keep' command or by opening a locker service in Sparkle where players, for a fee, could stash a certain amount of equipment. This service should of course be cheap for young players but increasingly expensive with experience. Ideally experienced players would use their guild armouries for free whereas new players would have an easy way to not have to start completely from scratch every time they wake up. Certain items should, for practical purposes, not be possible to store, like unbreakable items, but most others should definitely be allowed.
This storing of items will of course cause problems for those wishing to keep a strict limit on the number of certain magical items but I do not really care. In my opinion the 'limit' system is deeply flawed and causes a lot more problems than it solves and should as soon as possible be replaced with a straight percentage system of the likelihood of an NPC spawning with a certain item. This would sort the problem of items spawning more frequently certain days than others, hoarders couldnt ruin the chance of people finding the items they sought, items gathering dust in armouries would no longer prevent more of them from being cloned anew and so on. Back when I started playing Genesis, Gorgun always carried a leech, Gashnak always had an excellent halberd, Goliath always had a bloody steel axe and so on, and somehow most people managed to have fun. Armageddon every six hours was less fun though.
Well.. this turned out to be more of a rant than I had intended when I started writing... sorry.
- Zingil's player
Re: saving time of non-combat items
I definitely agree on this.Zingil wrote:...In my opinion the 'limit' system is deeply flawed and causes a lot more problems than it solves and should as soon as possible be replaced with a straight percentage system of the likelihood of an NPC spawning with a certain item. This would sort the problem of items spawning more frequently certain days than others, hoarders couldnt ruin the chance of people finding the items they sought, items gathering dust in armouries would no longer prevent more of them from being cloned anew and so on. Back when I started playing Genesis, Gorgun always carried a leech, Gashnak always had an excellent halberd, Goliath always had a bloody steel axe and so on, and somehow most people managed to have fun...
Might and Glory flaming for changing dawn, ancient power revealed of an iron crown, clear and cold and shining so far and bright, crush the world in one clash of your binding light.
Gû kîbum kelkum-ishi, burzum-ishi. Akha - gûm-ishi ashi gurum!
Gû kîbum kelkum-ishi, burzum-ishi. Akha - gûm-ishi ashi gurum!
Re: saving time of non-combat items
In true facebook-style... *like*Kas wrote:I definitely agree on this.Zingil wrote:...In my opinion the 'limit' system is deeply flawed and causes a lot more problems than it solves and should as soon as possible be replaced with a straight percentage system of the likelihood of an NPC spawning with a certain item. This would sort the problem of items spawning more frequently certain days than others, hoarders couldnt ruin the chance of people finding the items they sought, items gathering dust in armouries would no longer prevent more of them from being cloned anew and so on. Back when I started playing Genesis, Gorgun always carried a leech, Gashnak always had an excellent halberd, Goliath always had a bloody steel axe and so on, and somehow most people managed to have fun...
Re: saving time of non-combat items
As I've said before. The current equipment droppings promote hoarding rather than not hoarding.
Re: saving time of non-combat items
topic raised, several player supported, 1 wizard questioned, 1 wizard opposed ... topic dropped?
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/