Replies

Oct 24, 2018 7 years ago
frederick
User Avatar

I know I’m not the only one who has absentmindedly fragmented their reliquary. So I’d like to propose a maybe solution to the problem of plot related items that are trapped in our inventory for the duration of the story.

Item rarity 203: Plot Device

These items would not be tradable, sellable, unseen by quick stock, invisible to the fragmentizer, and immune to the Ultimate Zapper. I’d love for them to be vaultable, but I’m not sure that’s possible for account bound items. It might be a good idea to make them undeletable, but someone will probably have a good reason for being able to get rid of them. In which case leaving the manual delete option should be OK. The only reason I can see against this is if there are items required for later steps in the plot- During the Tempest plot way back when I remember someone commenting they sold their net not knowing they’d need it for the next step.

A new rarity is better than making them r202 because it makes it easier for users and staff to identify these items. The reliquaries were already labeled as plot related in item directory and people noticed right away, so I’m not sure there’s any surprise or mystery to hide. Once the event it over these items could be swapped to Game Prize or Holiday Item rarity so that they can be stuffed in vaults, treasure chests, and traded between players as these reliquaries seem intended to do. Making a new rarity may also help if it’s possible to automate the swap from Plot Device to Game Prize/Holiday Item (say, a script that runs at 12:01am the day after the plot ends).

Pros: We can’t accidentally destroy plot related items that are trapped in our inventory. Plot related items can’t be taken or destroyed by random events. Less tickets for staff to deal with because idiots like me done goofed.

Cons: I have no idea how hard it is to add new rarities or if it could have the attributes needed to make it useful for players and staff. No idea how hard it is for staff to switch items to different rarities. We don’t have plots often, and items are not always key to our progression. If it’s hard to create a new rarity it may not be worth it for events that happen every couple years or so.

Oct 24, 2018 7 years ago
Laurey
is a SUPER USER!!!
User Avatar

Support if this would be easy to implement. At least having them be plot item rarity for the duration of the plot would be helpful so people don't accidentally lose them, like you said.

I remember something similar happening with those keys we needed during the Bad Omen plot for unlocking the puzzle rooms, some people were accidentally fragging those too before the rarity was changed to Artifact or something that couldn't be fragged.

Oct 24, 2018 7 years ago
Deadeye
Kisrah
User Avatar
Brainfreeze

If it's not going to be too much trouble to implement, sounds good.


HONK!

Oct 24, 2018 7 years ago
Lirikai
has some electric moves!
User Avatar

I love the idea of a Plot Device rarity. Also not sure how easy it would be to implement, but it would solve all the logistical problems of a) having a thing required for plot stay where it is and b) avoid accidental fraggings, etc.

Nov 1, 2018 7 years ago
red5luke
needs a vacation!
User Avatar
MurdocIsGod

I like this idea, especially if we can't move the plot items to our vaults, or we don't have enough room to lock them up. Also, it would be really nice if plot items weren't counted towards our total inventory.


[flower=red5luke]
My Wishlists

Nov 1, 2018 7 years ago
Allegria
will put a spell on you
User Avatar

I support this. I wouldn't mind also being able to move them to our vaults or TCs (galleries are essentially shops, so I can see not moving them there) but if that makes it more difficult, then just having them so they can't be seen by the fragmentizer is good.

Nov 7, 2018 7 years ago
Lypsyl
is a billionaire
User Avatar
Crotchety
Please log in to reply to this topic.