Suggestion to Help parties and looting...
Suggestion to Help parties and looting...
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 ?
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 ?
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.
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.
------------------------------------------------------
Swing a little more on the Devil's Dance Floor.
Swing a little more on the Devil's Dance Floor.
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Mensha Khaine
- Dasarian Hero
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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.
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.
When there is no other way, the perilous path is the only road to salvation.
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.
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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Starkwold
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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.
I'll definitely run this by the DMs, though.

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ChikenKannon
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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
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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Starkwold
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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.
People walking over traps is something we unfortunately have no power over. This is something that can be overcome with peer pressure, though.
That point can be emphasized when some poor soul trips a trap and dies.

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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.
Love your rogue, your rogue will love you.
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Brion Genvaldi - "Obtainer" of Lost Items
Amarenth Dormagic - A Trickster
Famous Last Words: "A lich, huh? No problem; I steal his spellbook."
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Starkwold
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This is something you'll see improving at higher levels. Resting times increase per your level.Bluehope wrote:Traps would be more of an issue if resting wasn't allowed every few minutes
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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