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Missed a couple of pages since this thread started, but has anybody suggested letting the monster pickup the deathbag?

 

If the main objection is newby MM-ers wandering around picking over the remains of failed fighters, then having the beasties carry off the goods would prevent this -- unless the looters choose to take on the critters. For the more intelligent monsters, this would be realistic. For animals, well, it could represent the critter dragging the corpse (and kit) to its lair (a bunny with a horde of gold, now there's a thought...).

 

Death should be inconvenient after all...

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Death should be inconvenient after all...

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Of course, otherwise, why bother at all? :P

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Missed a couple of pages since this thread started, but has anybody suggested letting the monster pickup the deathbag?

164105[/snapback]

 

That's what I'd vote for. It would solve every issue and make hunting much more interesting.

 

Of course, that would mean removing the Pre-Programmed Drops of Monsters in favor of an Inventory But that's for the best anyway since we need to eliminate all of the current Monster Drops anyway.

 

Animals though really shouldn't pick up items. Generally, you really don't need to pick up those bags anyway. Instead of havig a Level inwhich players starts dropping, have a player's own ability of killing a target to determine whether or not that player can return to find their deathbag.

 

I mean, If a Player loses to a Deer then they could return to find their Deathbag.

If a Player loses to a Ogre, then most likely they'll have to reclaim their Deathbag from that Ogre.

In either case, that player will have a chance of reclaiming their deathbag equal to their ability to fight an Target (Modified, of course, by their own stupidity.) If someone does lose to a Deer then likely they'll be at a low enough level not to really lose much anyway but what they lose, they'll have a god chance to get it all back. A Player that loses to a Ogre would most likely have much more to lose and would have a much harder time trying to get it back, but as long as the Ogre remains alive, their Loot will remain safe from Jumpers.

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That's what I'd vote for. It would solve every issue and make hunting much more interesting.

 

Of course, that would mean removing the Pre-Programmed Drops of Monsters in favor of an Inventory But that's for the best anyway since we need to eliminate all of the current Monster Drops anyway.

 

Animals though really shouldn't pick up items. Generally, you really don't need to pick up those bags anyway. Instead of havig a Level inwhich players starts dropping, have a player's own ability of killing a target to determine whether or not that player can return to find their deathbag.

 

I mean, If a Player loses to a Deer then they could return to find their Deathbag.

If a Player loses to a Ogre, then most likely they'll have to reclaim their Deathbag from that Ogre.

In either case, that player will have a chance of reclaiming their deathbag equal to their ability to fight an Target (Modified, of course, by their own stupidity.) If someone does lose to a Deer then likely they'll be at a low enough level not to really lose much anyway but what they lose, they'll have a god chance to get it all back. A Player that loses to a Ogre would most likely have much more to lose and would have a much harder time trying to get it back, but as long as the Ogre remains alive, their Loot will remain safe from Jumpers.

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One bad thing with the Ogre picking it up is that the items would 'never' vanish like a bad would unless more coding was done. With deathbags at least there is already a timeout.

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Corpses are a problem, because it requires the server to keep track of TWO "you's"... i.e. "You" can be in both KF as a corpse as well as the Underworld as a ghost/wraith/whatever. There are problems coding that into the server, if I remember correctly. So no corpses/dead bodies, unless there is really a very good idea that would justify all that additional reprogramming.

 

Monster inventory/pickup is a nice idea. But as Learner pointed out, there's no timeout/vanishing items, which is part of the reason why this issue was raised in the first place.

 

There are basically four types of players interested in this issue:

- PKers want deathbags to stay, so they can still loot the bodies of their victims.

- Harvesters and assorted newbies want deathbags to stay, so that they don't lose their items, and/or so that they can rob the dead and dying.

- Monster-fighters want deathbags to go, since newbies with MM can come up and steal their items.

- Realists want death to be more painful/inconvenient, and take items out of the game, so want deathbags to go.

 

As you can see, it's about equally-balanced. A solution is required that would please most people. Have fun coming up with one. :)

 

-Lyn-

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Death is bad, and should always be bad. If we don't wanted it that way then we could put giant walking lilacs instead of ogres and the Tarahji desert (or whatever it is spelled) would the the Tarahji Rainbow Land. :)

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One bad thing with the Ogre picking it up is that the items would 'never' vanish like a bad would unless more coding was done. With deathbags at least there is already a timeout.

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Well, that's true but I don't see as much of an issue there. This basicly comes in where I said a Player's own Ability plays much of the part of determining a successful Bag retreival. Since most Player's who Could Beat a Ogre wouldn't often die to one. If a Player does die, The Ogre will pick it up and usually walk away from the spot and will most likely just die to the next player to come along. At least this will keep Items in Circulation just as much as PK fighters and since if the Ogre would have no other drops then this would completely change the Monster Fighter's lifestyle. With no Normal Drops, Players would only fight for the Exp instead of Flooding the Market with ever more Items.

 

Now, Of course, Removing Most Items from Circulation is a major concern. I have an idea to fix this: Have the monsters Use anything it picks up. This would make it very realistic.

 

Not only would the player lose his items but once he comes back, he'll find the Ogre wearing his Titanium Chain, wielding his Serpent Sword, Eating his food, and Drinking his Potions and thus making the Ogre much harder to beat then the last time. Any "Usable" Items left behind will Imediently be used up by the Monster who picks it up. With luck, the Ogre will often Break his Sword/Armor Over the players head long before that player could win it back. Then the only thing the Ogre would drop would be unusable junk (Sometimes that junk is desired though.)

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