Something that I've noticed about this server is that the single biggest problem a PC is faced with is managing the inventory. Much of the PC economy centers on craftable items, which require tools (2 tools if one wants to feasibly build the skill up, as tools break) and most spawns drop a diversity of (large and heavy) items.
I'm not sure how much of a problem the weight of these items is, as the module is clearly built to favor martial classes and the average one of those is going to have 20 strength (250 lbs of carrying capacity, I think?) at level 1, and climb steadily toward 30 as (s)he levels. However, inventory space is very hard to come by, and the absence of containers makes picking up those nasty lag-causing item drops a bit of a bother, especially when the goal of a trip is exploration (and one is likely to kill many loot-dropping foes)
I'm aware that there're currently "trash bag" items in the module, and they can be used to dispose of extra items. However, I would point out that there is a disincentive to using them. Namely, they cost money, they weigh 0.5 lbs, they take up 2 squares in an inventory, and the only use they have is turning uncarryable loot into.. nothing. (consuming a player's time in the process)
What I would suggest,
- Add some bags. They don't have to be magic, but an ordinary backpack or two could store tools and free up space for loot, and might even carry some loot themselves. I recognize that this could present problems with scripting, though I know containers don't break the GetItemPossessedBy() function, and that GetFirstItemInInventory()/GetNextItemInInventory() can be fired on containers.
Something like
| Code: |
object oItem = GetFirstItemInInventory(); while(GetIsObjectValid(oItem)) { if(GetTag(oItem) == "tag_I_want") CustomFunction(); if(GetIsContainer(oItem)) { object oBagItem = GetFirstItemInInventory(oItem); while(GetIsObjectValid(oBagItem)) { if(GetTag(oItem) == "tag_I_want") CustomFunction(); oBagItem = GetNextItemInInventory(oItem); } } oItem = GetNextItemInInventory(oItem) }
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(obviously with a void CustomFunction(); declared above and scripted below.)
- Add some kind of wand that turns uncarrable loot into a (piddily) amount of gold. I'm not sure how I'd feel about this sort of item, though, in that wands that're essentially tiny alchemist stones seem like they'd be a stiff boot to the world's concept. However, I've seen them used very successfully on other servers.
- Add a carryable "trash bag" container with a unique power that would destroy all of its contents. This doesn't seem to be very far from the current trash bag setup, but I bet it would be less time-consuming to use. If they gave something back (even if it was tiny, maybe 1/1000th the gold value of the bag's contents in XP. Not a whole lot, given that 600 gold full plate could sell for would become 2xp, if you were to round up. That little reward would be enough for new players who had the item described to them say "eh, why not?" and clean up their kills, though.)
or
- Add cleanup scripts to the OnAreaExit event. Clear out items on the ground and corpse placeables if the exiting player is the last one in the area, so we don't need to worry about the lag created by not picking up loot.