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Post by irongolem on Jun 24, 2006 8:25:14 GMT
Ok, this is just based on observation - maybe shot down within the first post, but hopefully generates a little thought.
In a group, it is normal to allocate a "bank" for splitting loot later. Not only is this normal, but due to the way the mod is setup, it seems to be at least a partial expectation (a per-character multi-item identifier, a loot split cabinet, a single character can enter the "split room - and all port to them", and so on).
The problem, is that this bank toon can frequently hit the 150-item limit, especially if (like me and many other players), they're storing a set of items for future level use, or because of other reasons*.
Now, I understand where this restriction comes from - and believe me, I agree with it fully. No problem there at all. However, in a group, I think it would be a good idea to allocate a character that gets to ignore this limit. Say, for example, the Scry item has an entry for "Choose this party's banker", that the leader can only set (and can only be set once for the group, until that player is removed from the party or the leader changes it). When the incumbria script fires, check this entry - if this character is a banker, he gets to bypass it.
*More reasons regarding items and the perminent chests, but thats for another thread.
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Post by FunkySwerve on Jun 24, 2006 13:09:23 GMT
I regularly bank and come in under the item limit. And allowing a character to evade the limit defeats its purpose. The bank vaults work, use em. Funky
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Post by hiryuu on Jun 24, 2006 15:52:11 GMT
Resource-wise, bank characters are the most efficient way of dealing with massive amounts of loot, although the storage vaults are good for frequent use items and temporary storage. Either way, most of my characters are around 70 items, which explains why I spend a lot of time as the bank mule. Most LL runs pick up 30-50 items, plus you tend to burn off some heals and rezes to make room.
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Post by irongolem on Jun 24, 2006 16:50:32 GMT
Re: the chests. This last week I've been in about a dozen different parties. From long-timers, to new players, to my own other McFobs. No less than 75% of those groups shared the same problem: 1) Item limit almost reached on their toon 2) Had items stolen from chests in the bank.
It's happened twice to me now with items, that I've lost an entire chestful. This isn't perma-vs-transfer either, as thats easy to check with them in close proximity. Other players have commented on how they cannot trust the storage system. But, again, that's for another thread.
Point in this thread, as hir highlights - a bank character appointment is made for resource effective party play. I'm just looking for ways to encourage party co-operation, as well as circumvent something others also see as an issue. Or is it a non-problem? *shrugs* Sure the party will understand that I have to chuck out that +16 ultrarare that has never been seen before..
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Post by FunkySwerve on Jun 24, 2006 16:57:58 GMT
If they are near their item limit, they need to ditch or store the junk, you just don't need that much. I was able to go through the desert TWICE and only had 3 items over the limit, and I was carrying other stuff I still hadn't stored. As far as the banks go, they are completely safe as long as you read the messages they send you. Most often, players ignore a 'not saved' message caused by a charged or stacked item in the vault, either put there by them or left by the previous careless user. Pay attention, and you are completely safe, unless the server crashes with your chest open, and that just doesn't happen often. Funky
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Post by Balduvard on Jun 24, 2006 18:27:26 GMT
While a good intention, the probability for exploitation would be too high. A two person group (in some instances it could be the same person with two characters, on this server) could effectively bypass the item count restriction. From there you have to speculate, "What would be the minimum party size for this to work?". All in all it's far too much work for too little gain as I see it...your bank shouldn't have a problem porting to the Wyrm if you truly want to avoid the item count restriction.
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Post by Dannecrot on Jun 24, 2006 20:37:03 GMT
Doesn't the encumbria script start only when you enter town? you can teleport to the wyrm and not be sent to encumbria. (am I wrong?) In which case there's no problem, someone else takes the lead and goes to the wyrm and then the bank can teleport to him once he's in the wyrm. (you can even teleport from encumbria right?)
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Post by irongolem on Jun 24, 2006 23:39:54 GMT
From observation: the item count works every time you transition area (as far as I have seen). So, eg, lvl3 of the abandoned temple going into lvl2 - or porting to the wyrmm. You cannot port out of incumbria while being over the limit, am not so sure you can even port into it to be honest without being over-count.
By your own admission, you've gone to 3 items over - and, I would assume out of any player, you'd know what to keep and what to leave, as opposed to players who pickup everything and sort it out later when they know what they have. Generally I hover around 110 - 130 items on a pre-lvl40 toon - if I level twice in an area, I have items to upgrade (if I had them), or maybe I can help someone else in the party with something they need to keep afloat.
As to mechanics.. well, I'm not up to scratch with scripting, nor will I attempt to pretend I could even try. But surely there are some givens (I have no idea if this is doable, but bear with me a second). Given: 1) Players "A Member" and "An Other" form a party due to "An Other" being invited by "A Member" 2) Since "A Member" sent the invite, he is (as per bioware scripts) the leader. 3) Party leader pops up the Scry dialog, sets "An Other" as the Bank. 4) "An Other" gathers party items to the point they are over their allowance. On triggering the encumbria script, the player is still taken to encumbria. 5) Being that he has the bank token (or server variable, whatever - its all mechanics imo), A check is done - is the leader that set them to banker, still in the party? if so, he has a new option from the npc in incumbria "Hey, I'm actually just holding some kit for my mates, we'll sort it out later see. Lemme pass.". Or encumbria passes them through directly, for example with the "Voyage" onload script checking the scry+other items, and/or [test] name. 6) Character is sent immediately to the area they would have been otherwise.
Yes it's full of holes and no I can't see the lag factors. But that's how I'd see it.
As to exploit factor: Well. If they're not in a party, they go to incumbria. If they're in a party and the leader set in their "Bank Authority" variable is still in the party[remember that the leader sets the bank, and can only set it once unless they remove the banker using the dialog], leader or no, they don't have to adhere to the count.
As to Lag: Well, to be honest I figure about 4 parties on average on a 32-player server, say 6 to be safe. Factors I can think of: 1) Party exit event 2) Three variables: "CharacterIsBank", "BankAuthorisedBy", "HasGivenAuthorisation" for any character, of which max two would be used since you cannot set yourself to bank.
Holy Cow. I don't explain myself well. Only way I could think of to get the idea across, and how I see it as being least-possible-exploitable, yet valuable to the players at large.
@funky: If there is really no visibility on how this could be usable, please say - I'll drop the issue with no problem. If you can see why it would be desirable by bigger parties, but the issue is mechanics - lets work that one out.
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Post by Delfestra Ruinvorn on Jun 25, 2006 0:08:23 GMT
I personally am frequently between 130 and 140 items at a time, but that is for several reasons:
1) I'm a packrat. I have a spare set of everything I wear in my inventory at all times in case of Fugue. 2) I'm a packrat. I love keys. I have a bag of just keys, so I can go anyplace without needing to go to the bank and get it first. 3) Included in "keys" are things like the 6 books for immortal runs, 4 dusty seals, Master T rods which can't be put in bank boxes. 3) I'm a packrat, and keep anything I could need at a moment's notice with me. Thats 4 biorejuvenators, several succor stones... 4) I've already lost my entire bank chest, and my bank characters are just as full. So I keep all my URs on me as well as subraces so I can trade at a moment's notice and keep track of them.
So put that all together, and the 150 limit is close by. And since I don't strictly NEED all of that on me at once, I'm fine with the 150 limit and would argue that unless you're on some kind of stupidly long 6 hour run, 1 bank is fine.
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Post by FunkySwerve on Jun 25, 2006 2:24:55 GMT
By your own admission, you've gone to 3 items over - and, I would assume out of any player, you'd know what to keep and what to leave, as opposed to players who pickup everything and sort it out later when they know what they have. Did you miss the part where I said that was after TWO consecutive desert runs? When already having some stuff slated for storage? Frankly, I don't see what's wrong with porting to someone in the wyrm, if you are in a party. If I wanted to crack down on the limit harder, I would add limiters to all town destinations. What we have now works, however, so I see no reason to change it. Funky
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Post by chainlink on Jun 25, 2006 17:45:14 GMT
Only entering town or the docks would appear to kick in the Encumbria script as I have happily run around with 200+ items then ported directly to the Wyrm to offload to the party. On the odd occasion I've accidentally ported to town I've had other party members load up with crap then come to encumbria with me to divvy it up before we go back. You can also sell heal pots, rezzes, etc. to relieve yourself of junk. I can't see this being an issue Funky your work is done!
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