Bonused clan trinks
Re: Bonused clan trinks
Yeah, its imperfect. Blah. The exchange would have to be done everytime because the bonused item would be no rent. Players who consistently exchange multiple items a day would leave a record allowing them to be caught. Eh.
Re: Bonused clan trinks
I don't understand why we need qp sinks. Everyone is already a master. Whatever currently costs qps I would switch it to gold. If it was 2 qps then it is now 200 gold. Still keep for clanned characters only. And then switch it to everything lootable again. Remove any extra stats.
Re: Bonused clan trinks
Do I need to get this thread back on track?
Re: Bonused clan trinks
Quantalex wrote:Locked: You can't take that!
Re: Bonused clan trinks
Hodor tells you 'retool my torcs for me?!'
Re: Bonused clan trinks
*byrg wrote:Hodor tells you 'Hodor?!'
Re: Bonused clan trinks
This is a detracting piece to wotmud and impacts the risk/reward sense of accomplishment. When you kill someone, you expect and want to be rewarded with what they have. Currently, this makes the rewards very minimal and from what I have noticed since the change, has had a negative effect on PK and the PK atmosphere. There have been less people active post change, less people pking, and more of a F this attitude(Nothing to gain). All over 2-4 extra DB/PB, a spiteful change has been implemented that negated an avenue for players to be rewarded for their efforts.
Re: Bonused clan trinks
Haven't played, but definitely, if I was unclanned and already at a disadvantage against clanned players, and then got fucked over again by non-lootable trinkets...Vilac wrote:This is a detracting piece to wotmud and impacts the risk/reward sense of accomplishment. When you kill someone, you expect and want to be rewarded with what they have. Currently, this makes the rewards very minimal and from what I have noticed since the change, has had a negative effect on PK and the PK atmosphere. There have been less people active post change, less people pking, and more of a F this attitude(Nothing to gain). All over 2-4 extra DB/PB, a spiteful change has been implemented that negated an avenue for players to be rewarded for their efforts.
What you need is to recode items to "retool" trinkets to a bonused version then recode the "get from corpse" command to revert those items to their base item. I know it's not retooling because the retool would have to be persistent over rent/boot, and that would require adjusting the item structure. But still, as Vilac said, now is dung (and this is one of those obvious times when most people would agree)
Re: Bonused clan trinks
I just don't think you can have it both ways.
Scenario 1: Keep bonuses on clan trinkets. Keep them unlootable.
Scenario 2: Keep bonuses on clan trinkets, up the load on obsidians/gold rings (to reduce incentive to whine), make trinkets lootable, make it so the trader guy in FD and wherever else only trades vials/fireworks for bonused clan trinkets rather than the base items, set a clear, hard, and fast rule against turning in issuing to specifically trade in for vials/fireworks. Some people won't listen, but who gives a dung? QP sink. It's effectively scalps for vials again but with a far better designed mobol. Best of both worlds, IMO - you get to choose the sink: extra DB or vials. Maybe just remove the fireworks load all together and make it two clan trinkets per set of 5 vials or whatever.
Scenario 3: Remove bonuses from clan trinkets. Make them lootable. Re-implement weary merchants, remove trade for vials or make it so the trader only takes clan trinkets.
Scenario 1: Keep bonuses on clan trinkets. Keep them unlootable.
Scenario 2: Keep bonuses on clan trinkets, up the load on obsidians/gold rings (to reduce incentive to whine), make trinkets lootable, make it so the trader guy in FD and wherever else only trades vials/fireworks for bonused clan trinkets rather than the base items, set a clear, hard, and fast rule against turning in issuing to specifically trade in for vials/fireworks. Some people won't listen, but who gives a dung? QP sink. It's effectively scalps for vials again but with a far better designed mobol. Best of both worlds, IMO - you get to choose the sink: extra DB or vials. Maybe just remove the fireworks load all together and make it two clan trinkets per set of 5 vials or whatever.
Scenario 3: Remove bonuses from clan trinkets. Make them lootable. Re-implement weary merchants, remove trade for vials or make it so the trader only takes clan trinkets.