Bonused clan trinks

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Eol
Posts: 728
Joined: Mon Aug 31, 2015 10:34 pm

Re: Bonused clan trinks

Post by Eol » Mon Oct 09, 2017 9:23 pm

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.

Treach
Posts: 226
Joined: Mon Feb 27, 2017 10:23 am

Re: Bonused clan trinks

Post by Treach » Tue Oct 10, 2017 12:20 am

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.

Jaster
Posts: 380
Joined: Fri Apr 03, 2015 1:17 pm

Re: Bonused clan trinks

Post by Jaster » Tue Oct 10, 2017 12:27 am

Do I need to get this thread back on track?

Quantalex
Posts: 41
Joined: Thu Jul 07, 2016 11:46 am

Re: Bonused clan trinks

Post by Quantalex » Tue Oct 10, 2017 1:54 pm

Locked.

Jaster
Posts: 380
Joined: Fri Apr 03, 2015 1:17 pm

Re: Bonused clan trinks

Post by Jaster » Tue Oct 10, 2017 9:02 pm

Quantalex wrote:Locked: You can't take that!

byrg
Posts: 394
Joined: Fri Aug 07, 2015 8:56 pm

Re: Bonused clan trinks

Post by byrg » Thu Oct 12, 2017 9:34 pm

Hodor tells you 'retool my torcs for me?!'

Hodor
Posts: 49
Joined: Fri Jul 28, 2017 12:57 am

Re: Bonused clan trinks

Post by Hodor » Thu Oct 12, 2017 9:55 pm

byrg wrote:Hodor tells you 'Hodor?!'
*

Vilac
Posts: 145
Joined: Sun Aug 09, 2015 10:27 pm

Re: Bonused clan trinks

Post by Vilac » Tue Oct 17, 2017 2:49 am

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.

Meshi
Posts: 19
Joined: Thu May 26, 2016 8:05 am

Re: Bonused clan trinks

Post by Meshi » Tue Oct 17, 2017 8:25 am

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.
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...

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)

erulak
Posts: 230
Joined: Thu Aug 31, 2017 7:11 pm

Re: Bonused clan trinks

Post by erulak » Tue Oct 17, 2017 8:48 am

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.

Locked