Pack / death system

Started by KingHovCopy, November 17, 2012, 07:56:17 AM

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KingHovCopy

I'm sure it is a huge pain but if it is possible I think a new system for this would alleviate some of the annoyance with deaths on efu. Playing "pack tetris" has long been one of the most frustrating things about death / pvp / blackout.

Is it possible to have player packs stay with them unless scripted commands are used to yank them? Even further, something similar to the current system in the market hall could be put in place where others can view the inventory (possibly duplicated) and things they remove would disappear from the actual players pack or something.

Vlaid

If this were possible/feasible to implement I would absolutely love this. Words can not describe how irritating it is to try and completely re-organize your pack and quickslots in the middle of some mega event/DM quest/pvp after being blacked out ect. It really slows things down if there's any way at all to get around it.
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trick_or_treat

If this was done, I promise I would become a personal slave to the DM who implements it.

Paha

I do not know if it can be done. Seeing it logically, bag is not anything like normal inventory. The space is completely different so items cannot fit there in same way as they do in inventory.

It would require somekind saving system to save inventory of the victim and just by clicking it, return it to the owner... This would force creation of breaking the inventory into normal bag-style pile for others to take individual items from it. I can't even begin to think the possible bugs and consequences from another big list of saving / retrieving information for something, that in the grand scheme of things is, granted a huge, but still just an inconvenience. It is not a major problem in itself, just a bit of a bother.

However, if it was possible to do in some way, which I myself can't figure out that would be easily done, I'd be up for it.

Jagged

The way CoA did it was that you keep all your items when you go to the Fugue, and that if anyone wants to loot you there's a command for it.

ThisIsWonderland

Quote from: Jagged;313878The way CoA did it was that you keep all your items when you go to the Fugue, and that if anyone wants to loot you there's a command for it.

This system sounds like it has numerous advantages for various scenarios and no disadvantages that I can think of.

Mr Howardson

Until you are killed and and the person logs off in a rage.

Make packs drop in PvP if you can (including BO) and anything else means you get to keep it.

Organized_Chaos

Quote from: ThisIsWonderland;313885This system sounds like it has numerous advantages for various scenarios and no disadvantages that I can think of.

Last I played, it was also extremely buggy, many of the commands not working properly.

And it was very difficult to loot someone of just -one- item. Your entire combat system flooded with lists, and if you're trying to bandit someone of one item , while still fighting - it's impossible.

Ebok

Quote from: Jagged;313878The way CoA did it was that you keep all your items when you go to the Fugue, and that if anyone wants to loot you there's a command for it.

This would make the packs weight meaningless, and as that is one of the biggest risks when it comes to saving someone, I feel that doing something like this would only be a bad move. Especially for something so bland an issue as Pack Tetris.

that said, I'm not against a solution, just this ^ particular solution.

ThisIsWonderland

Quote from: Mr Howardson;313912Until you are killed and and the person logs off in a rage.

Sounds like a something that'd qualify as a bannable offense to me.

Quote from: Organized_Chaos;313914Last I played, it was also extremely buggy, many of the commands not working properly.

That's a shame.

QuoteAnd it was very difficult to loot someone of just -one- item. Your  entire combat system flooded with lists, and if you're trying to bandit  someone of one item , while still fighting - it's impossible.

If the only difference is adding an extra command for the bandit to execute, I wouldn't see how that's any different (and therefore that much more difficult) than how it is when you try to loot a single item from a victim now.

Quote from: Ebok;313925This would make the packs weight meaningless, and as  that is one of the biggest risks when it comes to saving someone, I feel  that doing something like this would only be a bad move. Especially for  something so bland an issue as Pack Tetris.

Have a generic "pack" item created to represent the weight carried by the victim?

KingHovCopy

To be more clear - A body would still be created and the weight of it can still be adjusted in the same way things are now. The only differences is that in situations that do not involved looting (the majority of deaths I imagine) the person respawns or is raised without having the play pack tetris. If it is too hard to remove single items or whatnot, so be it, the whole pack can be ripped away at that point through the current commands still. This still makes the system far more beneficial.

Paha

Easier said than done. You've already created some complex ideas that require more and more scripting, over things like perks or new content we could be making.

THEDiamondJ

Pack tetris can be hours and hours of fun.  Why get rid of that?

KingHovCopy

Quote from: Paha;313983Easier said than done. You've already created some complex ideas that require more and more scripting, over things like perks or new content we could be making.

Because this effects nearly every single player on the server for the entire time they play here and is probably one of the more frustrating aspects of death or blackout.

Decimate_The_Weak

I think it will alleviate a lot of issues if you got to keep your bag when you die/BO & when someone uses "/c yank_pack", then and only then will your inventory be dropped for people to loot/search through.
 
Those terrible deaths won't have that little extra bite any longer.