Suggestions
Posted: Sun Apr 06, 2014 8:58 am
Hello there!
I was thinking about writing this for a while, today is the day! I will keep updating this because my head is usually a big mess and I forget things.
- [grab : With the recent change, [grab has become more or less useless overall, there is no reason to really [grab corpses (except if you want to gather trash items for imbuing maybe? Or gather a few regs if you don't have thousands of them already)
This is not good for several reasons: champs become a massive mess with dozens of corpses lying everywhere: visual pollution and increase server charge. You really want players to use [grab to clean the shard. I can understand why you did this (economic reason: players were gathering money/ressources too quickly) but you have to find a way to make it still interesting. I really don't want to go back to an autoloot script (buggy, crashes and visual mess) just to be able to gather enough money to buy the few priced items in the shop.
A few ideas: make [grab still take a part of the money on corpse (10%?20%?more?), make [grab give a fixed value depending on monster difficulty (still less than the money on corpse), make [grab give tokens who are basically unused here (people really bother with the trash for token bag?). Anything really, just a reason to actually use [grab.
Also the 1 tile radius is a bit short for champ spawns, 2 tiles would be a nice value.
Another route would be to keep it as it is (keep gold looted but keep ressources forbidden for example) but give players a lot of things to spend their gold on. Gold sinks work, you just need more ideas for players to use it. 10 millions for a reward scroll, 1 million for a magic jewel, 5 millions for a craft etc. The list could be very long. You could also delete all arrows from NPC vendors and just rely on bulk ressources stones and increase the actual value of arrows/bolts/regs etc. This is clearly more tricky as you would need to recalculate the value of quite a few items.
This [grab paragraph is long but one last point here: when a champ dies and there is a ton of piles of gold on the ground, it is a massive pain to walk on every single tiles to get the gold, it would be very cool if [grab could still grab gold on the ground really.
- Gold ledger: I think there is a 10 millions limit on it, it should be increase by a lot, spamming bank with checks is annoying and time consuming.
I also think it is missing a "add from backpack" button. The coolest thing would be to be able to make a hotkey that would add all the money on us to the ledger, when [grab was actually getting gold on the ground, I had to go through a lot: open [grab -t, add gold, [grab, open ledger, click on 'add gold', select gold pile, move, [grab, etc. then of course remove gold from [grab -t.
I can't think of an exploit that would allow players to loot gold on corpses if you authorise gold looted on the ground and it would save a lot of time.
I have still a lot to say but time is running short right now, I'll be back later to keep going
See you soon!
I was thinking about writing this for a while, today is the day! I will keep updating this because my head is usually a big mess and I forget things.
- [grab : With the recent change, [grab has become more or less useless overall, there is no reason to really [grab corpses (except if you want to gather trash items for imbuing maybe? Or gather a few regs if you don't have thousands of them already)
This is not good for several reasons: champs become a massive mess with dozens of corpses lying everywhere: visual pollution and increase server charge. You really want players to use [grab to clean the shard. I can understand why you did this (economic reason: players were gathering money/ressources too quickly) but you have to find a way to make it still interesting. I really don't want to go back to an autoloot script (buggy, crashes and visual mess) just to be able to gather enough money to buy the few priced items in the shop.
A few ideas: make [grab still take a part of the money on corpse (10%?20%?more?), make [grab give a fixed value depending on monster difficulty (still less than the money on corpse), make [grab give tokens who are basically unused here (people really bother with the trash for token bag?). Anything really, just a reason to actually use [grab.
Also the 1 tile radius is a bit short for champ spawns, 2 tiles would be a nice value.
Another route would be to keep it as it is (keep gold looted but keep ressources forbidden for example) but give players a lot of things to spend their gold on. Gold sinks work, you just need more ideas for players to use it. 10 millions for a reward scroll, 1 million for a magic jewel, 5 millions for a craft etc. The list could be very long. You could also delete all arrows from NPC vendors and just rely on bulk ressources stones and increase the actual value of arrows/bolts/regs etc. This is clearly more tricky as you would need to recalculate the value of quite a few items.
This [grab paragraph is long but one last point here: when a champ dies and there is a ton of piles of gold on the ground, it is a massive pain to walk on every single tiles to get the gold, it would be very cool if [grab could still grab gold on the ground really.
- Gold ledger: I think there is a 10 millions limit on it, it should be increase by a lot, spamming bank with checks is annoying and time consuming.
I also think it is missing a "add from backpack" button. The coolest thing would be to be able to make a hotkey that would add all the money on us to the ledger, when [grab was actually getting gold on the ground, I had to go through a lot: open [grab -t, add gold, [grab, open ledger, click on 'add gold', select gold pile, move, [grab, etc. then of course remove gold from [grab -t.
I can't think of an exploit that would allow players to loot gold on corpses if you authorise gold looted on the ground and it would save a lot of time.
I have still a lot to say but time is running short right now, I'll be back later to keep going
See you soon!