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Avian Ninja vs Demon BMG - 4 rounds

Or even a lag from getting or storing anything from any container...hmm...interesting! It would certainly affect consumable management.

All the sacrifice lag does is prevent you from cleaning up after yourself (whatever) and preventing someone from sacrificing all your stuff then and there.  Nothing stops them from preparing ahead of time to loot as much stuff as you can, running to a bolt hole and sacrificing there.  Possibly making multiple trips, depending on the journey to the bolt hole.  If someone wants to be an asshat, they're going to be an asshat.

 

34 minutes ago, Anume said:

Why not put the lag on the get ... corpse instead of the sac. Same effect, a lot less annoying for cleaning up stuff.

Same effect, but not really.  Also, would that then apply for every item grabbed or attempted to grab?

Currently the system is set up to where if you loot an item (or just get an item), you can drop it at your leisure.  It's only when it's sacrificed when the lag comes into play and doesn't matter who collected the item to begin with.

Example - current system:

A corpse is made, Killer does a "get all.corpse" and is zapped by 10 items GoodyCorpse's stuff.

Killer walks away, happy he took 7 items.

Killer in his evil lair drops and sacrifices all 7 items, paying a round of lag per each.

Asshat1 comes along and starts sacrificing all the zapped items.

-Asshat1 pays a round of lag per sacrifice before he can do it again.

Good.  Asshat1 is being an asshat, so he should get the lag.

 

New example using lag from corpse get - assuming you get lag per item, not per attempt (because what's the point if you can circumvent with get.all):

A corpse is made, Killer does a "get all.corpse" and is zapped by 10 items of GoodyCorpse's stuff.

Killer is now lagged for 17 rounds because he could touch 7 items, but the other 10 were still removed (and are now on the ground).

Asshat1 comes along and starts sacrificing all the zapped items.

Asshat1 finishes and runs away 0.5s later.

Asshat1 quaffs a vial and proceeds to wail on Killer, killing him.

a ) Asshat1 enters "order all get all corpse" --- what happens next?  Lag on get command when looting a PC corpse or ... nothing because the pets get the lag?

b ) Asshat picks high value items from Killer's corpse making sure he does one at a time, sacrificing them as he goes.

 

7 minutes ago, Celerity said:

Or even a lag from getting or storing anything from any container...hmm...interesting! It would certainly affect consumable management.

That's possibly the most evil thing I've seen in a while, Cel.

Edited

Pets can't loot corpses, either at all or just a limited number of items, I'd have to check.

You can't get the numbers you put in your example already anyway, unless you and the killed are both hardcore. Else you can't get more than 8 items. I don't think get all corpse works any more either, Erelei would have to confirm.

There also does not need to be one round of lag per looted item necessarily. It could be smaller as well.

I'm not sure this is even needed any more with the restrictions to looting. Maybe we should just give hardcore undead/vamps a short time corpse too to prevent the full saccing (if this is not also already the case).

@Erelei

Stone Golems can carry 3 items period, though I am unsure if they can get items specifically from someone's corpse. 'Get all corpse' was disabled when I last checked and went to punch it in out of habit and it sent an output message that said I couldn't do that basically. You can grab specific items out of the corpse via 'get corpse' though.

The lag for sacrificing doesn't apply to sacrificing corpses thankfully, but it is definitely a pain if you're trying to clear up a room so you're not grabbing an item after being disarmed with a nodrop weapon so you pick up a keg or skin and begin using that instead. With the lag from sacrificing as it is now though, I'd rather just see 40 items in a room than get the extra gold from sacrificing things.

As for the ease of getting back common weapons if they're sacrificed that someone posted about, that's not always true. Some of the decent weapons that aren't rare you would need a group to get to in some cases. There's a sword for instance in Avalon that's decent between 30-40, but at 50 it's harder to get because that Black Knight takes steroids and spends 23.5 hours a day in the gym training for your ass. Some of the weapons from Blood aren't bad either for lower levels, but you can't even get them until you're almost at your peak, and by then they're not worth it. So I suppose it really depends on which weapon a person is using to be able to disarm and not be able to sacrifice. I'd rather my rare weapon be disarmed and sacrificed than my common weapon simply because most rare weapons are very easy to obtain and replace if that happens.

19 minutes ago, Tantangel said:

 

The lag for sacrificing doesn't apply to sacrificing corpses thankfully, but it is definitely a pain if you're trying to clear up a room so you're not grabbing an item after being disarmed with a nodrop weapon so you pick up a keg or skin and begin using that instead. With the lag from sacrificing as it is now though, I'd rather just see 40 items in a room than get the extra gold from sacrificing things.

#alias {setweapon} {#var weapon %1;#var weapon}

#action {sends your weapon flying!} {get $weapon;wi $weapon}

You can go a step further and check if it’s “someone”, set an action to “get weapon; wield weapon” when your dirt is rubbed out. And you haven’t moved.

My offhand weapon was the monorod.

My damage output makes more sense seeing the Ivesianna vs Phobiant log.

Anonymous poster hash: 275eb...702

Yes Celerity that was me, thank you for the eq, at the time I didn't know where to get much on my own.  But I put that eq to good use and killed Masokant and Kurvikhel!  Those were good times.  I was actually talking about that to someone the other day lol.