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Message ID: 9574
Date: Wed Nov 3 21:02:48 GMT 1999
Author: Kimes, Dean W.
Subject: RE: Re: Undead drops in Kithicor (Re: Digest Number 482 )


Even if it is possible to repair wear completely many if not most people
will not do so. Their items will deteriorate and will break. This is a
fact of life. Car engines last immensely longer if you change the oil every
3000 miles religiously and yet I know many people who don't. Just because
wear can be prevented does not mean it will be, especially if you have to
run all the way to a city to get it done. Some people will take excellent
care of their equipment, others will be too lazy or forgetful to do so and
will suffer for it. Unfortunate but true.

Kitasi

-----Original Message-----
From: kim@... [mailto:kim@...]
Sent: Wednesday, November 03, 1999 2:01 PM
To: eqbards@onelist.com
Subject: Re: Re: Undead drops in Kithicor (Re: [eqbards] Digest Number
482)


On Wed, 3 Nov 1999 hho@... wrote:
> >
> >I still like my idea of loot-once-per-lifetime. It lets you
> >keep items rare while keeping the mobs common. It also stops
> >harvesting dead in its tracks. The only really bad part is
> >that you can't continuously camp a mob until you get the item
> >you want, but then, that's really the root of all these
> >problems isn't it?
>
> Mhh if I understand this as:
> You can only loot a named mob ONCE, regardless of what it have.
> I can see a couple of problems with it:
> - Some mobs you can tell if its the rare or the common drop it carries.
> So youll have people killing it until its drop is rare and then looting
that
> one.

Just create dummy objects which are "mundane" but have the
same graphic as both drops, and load one of each all the time.

> - Even on mobs where the drop isent visable this could be used, unless the
mere
> examination of the body would count as a loot? Imagine being attacked
while
> trying to loot your ghoulbane *ouch*..

I can't think of any occasion where we've killed something,
been able to examine it, but died/had to leave before we could
loot it.

> This would make items very rare indeed, but also open up for some serius
flaws
> IMO.

I'm not saying it's without flaws. What I'm saying is that
the flaws seem to be more acceptable IMHO than the flaws that
come with the current system - extreme mob rarity, camping,
harvest, selling on ebay, etc. It'd be more in keeping with
the fiction as well - you kill Dvinn and for all intents and
purposes he's dead in your universe, no need to kill him again
(though you could choose to to help someone kill him in their
universe). If you didn't get the dirk from him, you could
always trade for it, except now you know that any item you
trade for is not going to have been attained via harvesting.

> I think the only viable way to get items out of circulation is to make
them wear
> out. If its possible to mend them it should be done by NPC's and be priced
upon
> what "level" of equipment we are talking about and price comparable with
the
> indgrediants casters use. In a way so that the expences per played hour is
> around the same.

Unfortunately, if you make it possible to repair wear
completely, then it's the same thing as not having wear except
when people get hit by bugs or make stupid mistakes. And that
already happens for item destruction (items eaten in trade
bugs, accidently selling/giving items to NPCs, etc).

Partial repair is the same thing as a slower wear rate, just
more inconvenient since you have to take time to repair stuff.

> As it is today melee classes havent got any expenses other than food and
initial
> costs of equipment.

Well, likewise for the casting classes. Once you buy the
spells, that's it. Yeah there are some reagent costs, but
most are trivial by the time you're high enough level to use
the spells.

--
John H. Kim
kim@...

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