Gasp0dE Report post Posted April 15, 2006 Bags could be extended with two id properties. If a player fights a creature/monster and dies, the id-property is set to the player that died. If a player fights another player, the id-properties are set to both the player that died and the player he fought. Any player can pick up the bags, but there could be set actions on what happens to the players. If there is id set for a bag and it's not your id. You could be set pkable for an hour. This way, there is still a risk of losing items when you die, but there is also a risk for the player picking it up. //Gasp0dE Share this post Link to post Share on other sites
skodarap Report post Posted April 15, 2006 (edited) Any player can pick up the bags, but there could be set actions on what happens to the players. If there is id set for a bag and it's not your id. You could be set pkable for an hour. Why pkable? why not just notice who took it (something like joker messages)? I mean, it's not the players fault who took it that the other-one died, so you can't punish him for somebody elses stupidity/accident/whatever...so i think the public message would be ok, so there won't be any pretenders, and everybody would know who's the bad guy ("bagjumper")... Edited April 15, 2006 by skodarap Share this post Link to post Share on other sites
Gasp0dE Report post Posted April 15, 2006 The main thing is to have some kind of action. I like the pkable action but any is possible. With the pkable action people could fight over the loot or someone could hire a fighter. I Think it would create more enjoyment to the game for all. //Gasp0dE Share this post Link to post Share on other sites
Cycloonx Report post Posted April 15, 2006 I like the public message, but when you pick up the bag to give it back at beam for example, your name will also be there, so it won't work. the pkable part sucks for sure... Share this post Link to post Share on other sites
Thordin Report post Posted April 15, 2006 Maybe automated PM to the player who died? Share this post Link to post Share on other sites
Torg Report post Posted April 16, 2006 This way, there is still a risk of losing items when you die, but there is also a risk for the player picking it up. In the examples given, the risk to the player picking it up is great and the risk to you is very minimal. Where is the challenge in that? Dieing is meant to be bad remember! Share this post Link to post Share on other sites