Quality of Life Update.

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dallion43
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Quality of Life Update.

Post by dallion43 »

Quality of Life Update:
• Auto-identify when looting should now be working properly again and will use the highest Lore skill possessed by your PC party members.
• We have also added an auto-loot feature that is available through the rest menu, you can enable/disable different options there:
1) Auto-pickup gold,
2) Automatically put jewelry in jewelry boxes
3) Automatically put bounty heads in headbags
3) Automatically pick up cut gems
4) Automatically pick up potions
5) And finally a toggle whether to ignore or pick up unidentified gems and potions
Thank you, Thank you! This made the usual repetitive rounds easier with more room for RP on the go :p.

P.C I apologize if this thank you topic already exists, i couldn't find it.
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Irongron
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Re: Quality of Life Update.

Post by Irongron »

Yes, I have to say this update has just almost entirely removed one of the most boring aspects of the game. Especially if I'm tired I could find myself hesitating over what to pick up, and would later find myself having to the remove the junk that had inadvertently found its way into my inventory.

Updates like this can really keep me playing, and make me realise just how lucky we are to have the staff that we do. It may even figure into the high player numbers we are seeing right now.
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Sockss
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Re: Quality of Life Update.

Post by Sockss »

Since, there's no difference of opinion between the player base (I assume all the player base, I might be wrong) and yourself over how utterly boring the loot change was; could we go one step further and revert the loot change - or introduce a new system?

The jewellery box system was great, as a band aid for the boring system introduced.
The auto-loot system is great, as a band aid for the boring system introduced.

Could the initial system just be rewrote to not drop jewellery and instead do something like auto distribute GP on kill to the party, with increases based on the parties highest appraise and search skill?

Of course gems and oddity / magical items could still drop on corpses as per, but it cuts down on a lot of snoozey-stuff that would be better spent playing the game!
Thankfully this team is no longer being used.

Sockss#5567 for nwn mechanics questions.
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Irongron
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Re: Quality of Life Update.

Post by Irongron »

There was no change to the underlying loot system since I came to arelith, creatures drop x amount of items from a 'master' pool. The size if the pool was increased to allow for some items to be 'rare', but since I started playing it was always a mix of jewelry, scrolls gold, gems and junk (with some crafting components), because the pool was so small we got endless rags, stuffed toys etc, wheras now there can be some scrap, poisons etc. Furthermore the larger pool means we could have some better scrolls (used to be bestow curse, light, blood frenzy, bane and animate dead)

The larger master pool was never a perfect change, but did prove revolutionary for chests (which were awful). For monsters though it is largely the same calculation.

When we increased the pool size it was done knowing full well that it wasn't as good as a whole new system, but I would be pretty surprised if there was anyone who would wish to return to the old pools. Chests we're abysmal, and creatures were unspeakably dull.

I'd personally be happy with a DB based system for this.
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Iceborn
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Re: Quality of Life Update.

Post by Iceborn »

Chests are cool now. And the only thing that I'd change of them is removing generic +x weapons and armor from them.

But I was never a fan of the "ALL THE LOOT" stuff that you find in the bodies, the scrap metals, scrolls, gems, jewelry, heads. It's a lot of everything that I wish simply wasn't there and was simplified with gold and nothing more for the most part.

Don't click weird links, kiddos.

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Sockss
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Re: Quality of Life Update.

Post by Sockss »

I wouldn't say creatures are made more exciting with a bunch of stuff on them after they get killed. Most things, save crafting components (Which regularly just end up left), end up in a vendor anyway - especially the scrolls, I don't think I've ever found a useful scroll!

Couldn't chests just have a separate pool and a different system be introduced for monster-looting? Looting chests is fine, you don't have to loot them every few seconds and they don't contain uninteresting things (at least, constantly).
Thankfully this team is no longer being used.

Sockss#5567 for nwn mechanics questions.
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Irongron
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Re: Quality of Life Update.

Post by Irongron »

Absolutely, iceborn, its not a bad position, my only point was that isn't a 'revert'. Jewelry was ever a mainstay and Ling was the person to get rsi sliding jewelry towards, just as there was always stuff all but the newest players would know to ignore. This update didn't fix something I'd changed, but something that was always there.
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Re: Quality of Life Update.

Post by TimeAdept »

scrolls, gems, and heads feel like adventuring stuff you find and are useful for crafting, wizards, and bounties and otherwise. Scrolls could definitely be expanded outward.

Some chests definitely seem to generate more interesting loot than others, even within a given CR range, and I'm not entirely sure why. Maybe just weird RNG.

The endless mundane jewelry, while interesting, is just an extra step between yoou and GP that serves as a stopper to end adventures based on weight. It's definitely more interesting than gold, but is really never talked about IC and so isn't stimulating RP beyond 'who's selling'.

However, what IS nice with the 'itemdrop' economy is that there's less fear of dying and losing everything you've accrued during the trip. Even if you die you can still sell your 150 lbs of jewelry and have 'something' for your time out there, which is important to have after you invest 3-4-5 RL hours into a dungeon.

It's neat to see "Creature junk" but after the 10000th stone bowl, skull coin, battered armor, crumpled helm, and etc that I instinctively know not to click because it has roughly 0 weight to GP ratio in comparison to potions, gems, scrolls, or jewelry, it can get a bit old.
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ActionReplay
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Re: Quality of Life Update.

Post by ActionReplay »

Sockss wrote:Since, there's no difference of opinion between the player base (I assume all the player base, I might be wrong) and yourself over how utterly boring the loot change was; could we go one step further and revert the loot change - or introduce a new system?
I don't think anyone wants to revert to what it was, that's just a change to what it is now but worse. A new system itself would be great though.
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Sockss
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Re: Quality of Life Update.

Post by Sockss »

I always found it easier to gain GP pre-update. Way easier. So, I'd be all for a revert, honestly!

While I'd agree that neither system is very good and that I'd very much be in favour of a new system, the current one is substantially worse (IMO) in that it requires more effort, for less gain - and detracts a lot from the gameplay.

I didn't really see the loot update as revolutionary, just as more tedium between the fun stuff.
Thankfully this team is no longer being used.

Sockss#5567 for nwn mechanics questions.
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Teshil
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Re: Quality of Life Update.

Post by Teshil »

I love the feedback in the combat log about how much ability spells have added. Very convenient!
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BegoneThoth
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Re: Quality of Life Update.

Post by BegoneThoth »

It's a fantastic change. I love it!
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