Go
back to previous topic |
Forum Name |
Gameplay |
Topic subject | why do we have pits? |
Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=12550 |
12550, why do we have pits?
Posted by ANotherPlayer on Wed 31-Dec-69 07:00 PM
I recently learned that if you die in an explore area and your corpse decays your items are returned directly to you and not the pit. This has me wondering why a death in a normal area returns your items to the pit instead? Is it so you are a target when waiting for your corpse to decay? Or it is intentional that others can spam get all pit and gather your eq before you? Maybe its because the pits have been around forever and its always been done this way. I propose that when your corpse decays all items remaining in it be returned to the player. If he has logged off before that time then return the items to the pit. ANp
|
12553, RE: why do we have pits?
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
1) Death is supposed to be bad.
2) Having to wait for your items to decay vs. recovering them at your corpse is supposed to be bad.
|
12554, Idea
Posted by Dwoggurd on Wed 31-Dec-69 07:00 PM
>2) Having to wait for your items to decay vs. recovering them >at your corpse is supposed to be bad.
Agree. Though often it is just lame, not bad }( Also newbies running around with hero eq don't add much to the game. Maybe put some sort of protection against pit spammers. Something like: - bystanders may only get pit items one by one with a small lag if these items aren't theirs. - "get all pit" works only for the items you owned before your death. So at least when the owner of the items manages to come to the pit alive or dead he's having upper hand in looting?
|
12555, RE: Idea
Posted by Valguarnera on Wed 31-Dec-69 07:00 PM
1) Equipment redistribution is generally a net positive. We don't want people to hang on to the same stuff forever. I think "protection against pit spammers" would be worse than doing nothing.
2) As Nep mentioned, we want an incentive to being active/skilled (going out and getting your stuff from your corpse) vs. being passive/unskilled (sitting around waiting). The former takes area knowledge, the latter doesn't.
valguarnera@carrionfields.com
|
12556, Re
Posted by Dwoggurd on Wed 31-Dec-69 07:00 PM
Equipment redistribution is fine. But in PK, once they kill you they loot your corpse, they don't need to wait for it to crumble. So I don't think my idea really affect PK eq circulation.
Sitting at your pit is already bad enough, your corpse can be located and looted, bypassers may loot it as well, you may be killed again if you sit at your pit, etc.
But sometimes you just can't get to you corpse after exploring some areas. When you don't have keys for example.
Also I don't think it is good when newbies spam at pits or follow raiding parties at level 11 and spam loot. ( and I've seen that a lot, guard corpse isn't perfect ) It is just lame. I don't think it helps eq redistrebution either. Well dressed low levels aren't going to die soon and often turn into storage chars.
|
12557, How about a compromise
Posted by Theerkla on Wed 31-Dec-69 07:00 PM
Give tribunals the power to "pit-guard" allowing them to prevent anyone from looting a pit. It's a crime, it would be might be a nice perk to have a power that prevents the crime in the first place rather than punish the lawbreaker after the fact.
Sometimes if you are fast enough, you can get someone warranted and make them dead for looting a pit, but not always. Especially when the pit vulture is a drow or elf.
|
12552, Dying must always have risk.
Posted by Theerkla on Wed 31-Dec-69 07:00 PM
There are times when dying can actually be convenient. However, there is always the risk that someone takes your stuff before you can get it. If every place behaved the same as area explore, a simple way around this risk is merely walk into a death trap and get your stuff back in about 15 minutes with absolutely no risk of losing it.
Also, area explores are meant to be a challenge to both find/get into, as well as survive. It's very likely that a player would be unable to get back to their corpse with their ghost time and be doubly punished by eating another death (or by losing their stuff to pit-vultures). In order to reward brave souls venturing into these areas, belongings return directly rather than into a pit.
|