Zadimortis
02-12-2013, 11:25 AM
I propose two minor (though I cannot speak for the coding side) quality-of-life changes with regard to how items in the treasure lot pool are treated, which should help prevent player mishaps.
1.) Let items that are to be dropped due to full inventory or having a copy of the same item be put back into the lot pool, with all passes kept intact but all lots wiped.
- Example: Three friends defeat Briareus, and a Helm drops. Person A wants the helm, and is at 79/80 inventory. Friends B and C pass the helm, and Person A lots the helm. Now say that an item in the treasure pool is distributed to Person A before the Helm is distributed.
-- Current system: The helm is lost. Rage ensues.
-- Proposed system: The helm is put back into the treasure pool with all passes kept intact, and all former lots reset. (that is, Person A has not lotted it, and friends B and C have passed it.)
The only way to get an item to drop from the pool is if everyone unanimously passes it, or if there are ten items in the pool, Person A doesn't clear his/her inventory, and an eleventh item drops, pushing it out of the treasure pool.
2.) Let stackable items automatically be sorted into the player's existing stack upon retrieval and not require an extra empty item slot.
- Example: Same three friends from above defeat Briareus again, and this time two Helms drop. Person A lots both helms and friends B and C immediately pass, but unbeknownst to Person A, (s)he is at 79/80 inventory.
-- Current system: One helm is acquired, setting Person A's inventory to 80/80, and the second helm is lost. Rage ensues.
-- Proposed system: One helm is acquired, then the second is auto-sorted to the stack of helms, despite Person A being at 80/80 items.
This has the added benefit of easing solo players who acquire large amounts of 'farming' material (crystals, Bat Wings, Lizard Tails, etc.) so their inventory doesn't fill up with one of everything when it could fill up with twelve of everything, increase incentive for auction/sale, and help improve the crafter's market. This would also speed up Voidwatch participants' clearing of the chest, as it would sort all 'dem gems and Crystal Freaking Petrifacts.
These are my suggestions. I welcome commentary and critique, and yes, while I realize that both situations are totally avoidable with proper inventory planning, we all make mistakes, and most players at higher levels require most or all of their inventory just for gear - every slot counts. The latter of the two examples given above is based on a true story, and is what inspired this idea in the first place. I believe such implementations to the treasure pool would improve the lives of the players and would be worthwhile investments of effort.
1.) Let items that are to be dropped due to full inventory or having a copy of the same item be put back into the lot pool, with all passes kept intact but all lots wiped.
- Example: Three friends defeat Briareus, and a Helm drops. Person A wants the helm, and is at 79/80 inventory. Friends B and C pass the helm, and Person A lots the helm. Now say that an item in the treasure pool is distributed to Person A before the Helm is distributed.
-- Current system: The helm is lost. Rage ensues.
-- Proposed system: The helm is put back into the treasure pool with all passes kept intact, and all former lots reset. (that is, Person A has not lotted it, and friends B and C have passed it.)
The only way to get an item to drop from the pool is if everyone unanimously passes it, or if there are ten items in the pool, Person A doesn't clear his/her inventory, and an eleventh item drops, pushing it out of the treasure pool.
2.) Let stackable items automatically be sorted into the player's existing stack upon retrieval and not require an extra empty item slot.
- Example: Same three friends from above defeat Briareus again, and this time two Helms drop. Person A lots both helms and friends B and C immediately pass, but unbeknownst to Person A, (s)he is at 79/80 inventory.
-- Current system: One helm is acquired, setting Person A's inventory to 80/80, and the second helm is lost. Rage ensues.
-- Proposed system: One helm is acquired, then the second is auto-sorted to the stack of helms, despite Person A being at 80/80 items.
This has the added benefit of easing solo players who acquire large amounts of 'farming' material (crystals, Bat Wings, Lizard Tails, etc.) so their inventory doesn't fill up with one of everything when it could fill up with twelve of everything, increase incentive for auction/sale, and help improve the crafter's market. This would also speed up Voidwatch participants' clearing of the chest, as it would sort all 'dem gems and Crystal Freaking Petrifacts.
These are my suggestions. I welcome commentary and critique, and yes, while I realize that both situations are totally avoidable with proper inventory planning, we all make mistakes, and most players at higher levels require most or all of their inventory just for gear - every slot counts. The latter of the two examples given above is based on a true story, and is what inspired this idea in the first place. I believe such implementations to the treasure pool would improve the lives of the players and would be worthwhile investments of effort.