Suggestion to Help parties and looting...

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Zephis
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Suggestion to Help parties and looting...

Post by Zephis »

Well servers down ATM, so thought I'd post this idea...

Basically when you take the quest the party leader is given "keys" the keys open the chests in the place.. so when the party goes down, the chest takes the key, generates loot and gives it to the party, so even if a party's already been through, the next party can still get some loot.

Very basic rough idea.. but what do you all think ?
Ludovic
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Post by Ludovic »

Haha, pissed that guy soloed the Bugbear caves? : )

That's not a bad idea, would need to think it so there's no room for exploit. Hard to do. : )
thedork
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Post by thedork »

not too hard - make a chest, set the item (would have to have a unique tag, even if it was an ordinary dagger, which is beyond simple) to infinite, then do a script to check if the PC already has one equipped or in repository, if it does, the script will not let him loot it. pretty simple :)... alternatively you can have a script on the chest (again, too easy to do), that will automatically put the item into the PC's inventory if he does not already have it.

eg.

//check IF (function) if PC has the item tagged 001_unique
//if PC (player character) has the item tagged 001_unique, say "You can not take more than one of these items." --hovers text over PC's head.
//else (function) gives them the item tagged 001_unique and 1000 experience points
//on open script


#include "nw_i0_tool"
void main()
{

object oPC = GetLastOpenedBy();

if (!GetIsPC(oPC)) return;

if (GetItemPossessedBy(oPC, "001_unique")!= OBJECT_INVALID)
{
FloatingTextStringOnCreature("You can not take more than one of these items.", oPC);

}
else
{
RewardPartyXP(1000, oPC, FALSE);

CreateItemOnObject("001_unique", oPC);

}




//--sorry my scripting is a tad messy, but it compiles properly.
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Mensha Khaine
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Post by Mensha Khaine »

This idea kills off the need for rogue types. A much simpler idea is to sort out how the loot is handle at the begining of the party.

One common method is for each member takes a chest in Alphabetical order. Ontop of this if you find an item that another party member needs then you may want to hand it over to them.
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Kazak
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Post by Kazak »

Actually, I do like that idea. Would this apply to all chests or the key chest with uber loot?

The idea is that most of the time the chests are empty because someone went through the dungeon already. This approach would create semi instances within the dungeon for different parties. The problem I see with this, is that if the chests are triggered by keys, what triggers the defenders of the chests (monsters).

I guess this problem would really be solved once more content is released and the 25-35 people that play on the server will disperse among the content.
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Post by Starkwold »

Currently the treasure system despawns the container when it is empty and respawns the chest a few minutes later (or longer, depending on the chest). It's really only a matter of a few minutes, so unless you're on the proverbial heels of the other party, there shouldn't be too much of a problem.

I'll definitely run this by the DMs, though.
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Post by ChikenKannon »

I'd watch out, I already see a problem with that. Everyone without the item gets it? What if I dropped the item to the ground and used the chest again? I could make a horde of +1 items with that.
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thedork
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Post by thedork »

You can't drop plot items.
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Zephis
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Post by Zephis »

Well.. Dont see how it makes rogues more usless then they allready are.

Playing tonight.. most people run over traps and just heal up after, doors are bashed or locked with keys.. no locked chests.. and no xp for disabling/recovering traps...

The idea really is that its just a token so that party can loot the chests.. anyone in the party that is.

It really does suck to go through an area and just find it devoid of stuff
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Post by Bluehope »

I haven't seen this being a problem, sometimes it's as if chests spawn too quickly. The rogue being displaced stems from you have a key now instead of needing chests to be unlocked. I think locking and secret areas would be a big boost to the areas. Currently rogues are only disarm monkeys.
Zephis
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Post by Zephis »

Well like i said.. not seen any locked chests yet... The key would only generate the inventory.. so if it was locked you'd still have to unlock it
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Post by Starkwold »

There is rogue-specific content in the game, where loot (and even XP) is only accessible if a rogue is in the party.

People walking over traps is something we unfortunately have no power over. This is something that can be overcome with peer pressure, though. ;) Whenever I'm in a group, in a dungeon, I'll always discreetly say, "Hey, let's let the rogue take point."

That point can be emphasized when some poor soul trips a trap and dies. :twisted:
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Post by Vahene »

Falcon wrote:There is rogue-specific content in the game, where loot (and even XP) is only accessible if a rogue is in the party.

People walking over traps is something we unfortunately have no power over. This is something that can be overcome with peer pressure, though. ;) Whenever I'm in a group, in a dungeon, I'll always discreetly say, "Hey, let's let the rogue take point."

That point can be emphasized when some poor soul trips a trap and dies. :twisted:
:twisted: Yeah, my rogue just sat back and let people kill themselves in the Varanite / trip to Raven caves.. she didn't bother to point out after the first five times that those were deadly sonic traps they kept walking over, and she'd love to remove those for them.

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Bluehope
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Post by Bluehope »

Traps would be more of an issue if resting wasn't allowed every few minutes

[EDIT] The rogue related checks are based on skill not the class correct?
Last edited by Bluehope on Fri Nov 24, 2006 1:24 am, edited 1 time in total.
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Post by Starkwold »

Bluehope wrote:Traps would be more of an issue if resting wasn't allowed every few minutes
This is something you'll see improving at higher levels. Resting times increase per your level.

This is in place so the low-level casters aren't completely useless (cast 1x magic missle annnnnd wait for 10 minutes to rest). It also helps with the melees, they need a way to heal themselves without spending an outrageous sum on healkits and the like. It'll get better.

edit: The rogue-specific content requires skills associated with rogues, i.e. open lock, disable device, etc.
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