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death and pack-drop

Sorry, I couldn't find the old topic so I'm starting a new one.

About a month ago there was general agreement among the playerbase that not dropping all your stuff as soon as you hit -1 would be awesome, as rearranging quickslots etc is a huge pain.

Could we have an update on this? If someone can find the old thread that works too, of course, but I think the consensus was that you shouldn't drop your pack unless you fugue.

Well, some issues remain unresolved. Like, what if people need to go in your pack to find the healing to heal you?

I think I probably would be for this myself, all things considered, since I agree it's annoying. Rearranging quickslots is a huge pain.

I'm not sure when/if a scripter will have time to take a look at it.

I'm going to assume that some kind of state where people can look through your belongings and take things, but things that aren't taken remain on your person, isn't feasible?

Not really, and if it is, not easily. If we came up with a system, it would likely run into lots of cases of people's inventory disappearing while we ironed out bugs. Not something we should mess with at this point.

Howland Well, some issues remain unresolved. Like, what if people need to go in your pack to find the healing to heal you?

I think I probably would be for this myself, all things considered, since I agree it's annoying. Rearranging quickslots is a huge pain.

I'm not sure when/if a scripter will have time to take a look at it.

I think it is not an issue. If the healer doesn't have a healing item ready on himself already, he is mostly too late to help the dying. Even digging through in your own inventory take valuable seconds, which very well mean the death of the wounded. It is much slower when the healer has to dig in someone else's inventory. Not to mention lag times, when inventory browsing is practically impossible to do.

Besides, if you loose your quickslots your character's combat value is pretty much decreased. But if you keep your quickslots after a few quick healing you can be back in the fray as before.* And this is a much more common situation than healers browsing through your inventory for healing items to help you in my experience.

*If this is not desired, than put a stun or daze state on the char which comes back from minus HP (I think there was a topic about it as well), but loosing the quickslots is a much more annoying, and totaly OOC thing, which breaks immersion a lot.

Mystic_warden I think it is not an issue. If the healer doesn't have a healing item ready on himself already, he is mostly too late to help the dying. Even digging through in your own inventory take valuable seconds, which very well mean the death of the wounded. It is much slower when the healer has to dig in someone else's inventory. Not to mention lag times, when inventory browsing is practically impossible to do.

Besides, if you loose your quickslots your character's combat value is pretty much decreased. But if you keep your quickslots after a few quick healing you can be back in the fray as before.* And this is a much more common situation than healers browsing through your inventory for healing items to help you in my experience.

*If this is not desired, than put a stun or daze state on the char which comes back from minus HP (I think there was a topic about it as well), but loosing the quickslots is a much more annoying, and totaly OOC thing, which breaks immersion a lot.

Well, the issue wouldn't so much arrise when a person gets knocked down to -9 in the middle of a battle (at which part, as you say, you wouldn't have time to dig through his packs for medicine). The main problem is those reasonably frequently occurring times when the unwounded healing proficient character has no medicine bags himself, but the wounded person, who is at -1 and slowly dying, has his bag full of them. If the healer wouldn't be able to loot his fallen comrade's bag and grab his herbs, he can't do anything but watch his friend slowly bleed to death, even though death is several minutes away, and the herbs lie there two feet away from him in a backpack. Imagine the OOC frustration at that point.

While you may think that scenario is rare, it happens surprisingly often both on low levels, where people might not afford to buy much if any medicine and may have used up the few packs they did buy, and on particularly long or difficult ventures, where a lot of supplies are used up.

Personally I'd rather go through the pain of reallocating my hotkeys than die in such a stupid way as in the scenario above, since while hotkey fixing might be annoying, fuguing in such a frustrating way is way worse.

How about an option where you can "lock" your bag?

So if you drop it, only you can open it without having to "bash" the lock or use "Knock" to open it?

You can leave your bag as it normally is or use the "lock" option.

Normal use as always is normal.

The lock option has the pro that its much harder to just loot your bag when you fall without people noticing someone trying to break the lock on your bag. Its also impossible for people to do the "invis and loot" since it takes an attack option to open the bag. Unless someone has Open Lock, but stealthy bitches have these skills for a reason.

The con is that if you drop and your party needs healing supplies from your bag to save you, you're SOL.

I like the current system and I don't think replacing 36 quickslots (minus equipped items, spells, and feats) is really that much of a problem. If you fall down often enough for this to be an issue then you've got more important things to worry about.

You could always make a /c *command* to drop your gear if the healers are fumbling. Better yet, the command could drop only healing objects, though I'd imagine that would be a mess of scripting and just exchanging one agitation (losing the quickslots) for another (trying to figure out how to make it work).

While you may think that scenario is rare, it happens surprisingly often both on low levels, where people might not afford to buy much if any medicine and may have used up the few packs they did buy, and on particularly long or difficult ventures, where a lot of supplies are used up.

My personal experience is that no one ever has bothered to go through my things to help me, they've only ever grabbed stuff to keep themselves from dying. Especially at lower levels. And that is really irritating, when you finally come out of negative hit points, begin to grab things from your pack, and find that someone took both your healing and your invisibility potions.

Not one single time has anyone ever grabbed my healing to help me. Dozens of times my healing/invisibility were gone when I regained consciousness. This happened again during yesterday's server event, and I went to the fugue as a result.

But that's just me. Maybe nobody likes me. :cry:

As for the quickslot issue, I use all 36 slots, and they're all carefully organized to quickly help the party. For me to repopulate my quickbar from my inventory takes about 3 minutes real-life. No party wants to stand around and wait for you (spells wear off, it breaks immersion, all sorts of negatives) and it occasionally means you or someone else dies because a quickslot was blank when you needed it most.

The problem is having to spend the time to pick everything up individually, and then having it in random order so you can never find anything so doing the quickslots takes longer. And of course there is no IC reason for your belongings to be scattered all over the floor to be picked up one by one.

During the orog attack I was running around healing people, and at one point ran out of supplies with man on -3 in front of me. He told me to get healing from his pack. I was unable to click on it because his body was in the way and everytime I tried I clicked on him instead. I got it open when he was on -8. Someone came over and healed him when he was on -9. If she hadn't, he would have died. And even when you can get into their packs, by the time you find their healing and equip it they've usually lost a minimum of 4 hp. Which, if you didn't get to them instantly anyway, is probably way too much.

Just last week my character was dropped to negative numbers. A fellow companion pulled a rod of healing from my pack and used it to stop me from fuguing. If my pack hadn't dropped, I would have died.

And while I hate reassigning quickslots as much as the next guy, there are a few key scenarios that outweigh the annoyance of it. The above example included.

lovethesuit I like the current system and I don't think replacing 36 quickslots (minus equipped items, spells, and feats) is really that much of a problem. If you fall down often enough for this to be an issue then you've got more important things to worry about.
There are situations where you have to choose between recovering all your items (individually) with hostile PCs/NPCs nearby, thus risking death or capture, and simply bailing with what you can safely get. Whereas in reality, you could just snatch your bag and get away.

It's not as simple as you make it to be. The "pain" of having to reallocate quickslots is minor compared to the harsher pain of having to spend the IG time necessary to pick everything up individually. Use your imagination.