-
speaking of weight
I think weight needs to be made more realistic. Potions/scrolls shouldnt weigh a lb apiece, that's a bit much. The quest item "ring of the senses" weighs 10 lbs. Someone really needs to take a look at that :P
-
And all the other items in the game made of "unknown" That really is a bit irritating :P
-
Most of those were not "unknown" something must of reset them at one time.
-
catch me in-game (no notes or e-mails on this one, folks) and I'll be glad to fix items with messed up weights or unknown material as long as I'm not doing something else at the time.
eRT
-
~~@Spunky:~~
> speaking of weight
>
> I think weight needs to be made more realistic. Potions/scrolls shouldnt weigh a lb apiece, that's a bit much. The quest item "ring of the senses" weighs 10 lbs. Someone really needs to take a look at that :P
I think this is a good point, i think sometime i'll change weight from integers to floats or some such to fix this. The only reason some things weigh 1lb even though they should be very light is so that people cant hoard millions of them and take up space in their player file 8)
Upir, the reason it's at 1% is a very technical reason. Back in the day when we were unfamiliar with the ROM system a lot of objects were set to 0% instead of 100% weight reduction making all containers weightless.. To fix this i added some code which fixed current objects with 0% to be instantly changed to 100%. But, this would also mess up the sack… so I put it to 1% instead.
-
Since I am not planning on logging on much, if at all, DV has a bit of unknowns.
-
~~@Syn:~~
> ~~@Spunky:~~
>
> > speaking of weight
> >
> > I think weight needs to be made more realistic. Potions/scrolls shouldnt weigh a lb apiece, that's a bit much. The quest item "ring of the senses" weighs 10 lbs. Someone really needs to take a look at that :P
> I think this is a good point, i think sometime i'll change weight from integers to floats or some such to fix this. The only reason some things weigh 1lb even though they should be very light is so that people cant hoard millions of them and take up space in their player file 8)
>
> Upir, the reason it's at 1% is a very technical reason. Back in the day when we were unfamiliar with the ROM system a lot of objects were set to 0% instead of 100% weight reduction making all containers weightless.. To fix this i added some code which fixed current objects with 0% to be instantly changed to 100%. But, this would also mess up the sack… so I put it to 1% instead.
Well, instead of weight being in units of pounds, why not make it 1/100th pounds or something like that where it can remain integral yet be able to reflect lighter items?
Also, shouldn't weight multiplier affect the TOTAL weight instead of the individual weight? Having a 150 unit chest full of 1 weight items shouldn't weigh 150 units if the multiplier is 10%. It should weigh only 15 units. In fact, make the multiplier where 100% is stored as 10000 to give it finer control. And possibly allow weight to be reduced to zero if it has light enough items with a low enough multiplier. Maybe add a threshold to container objects if possible. Any time the weight is below the threshold, it still feels weightless.
Also the point about using 1lb to prevent people from hoarding, that's what having a limiting factor on both containers and players as far as carrying capacity comes into play. Even IF you have several silky sacks, there's still that part where it can only hold so MANY items. :P That doesn't add up to millions. Now, maybe you IMMs with your hoarding capabilities might be able to have millions of items in your inv….. :P
-
Interesting idea, Xev, however, it seems to me that if we calculated weight through a total, things like souling would become easy. How many souls can you carry back in 1 load? I would say 300-500 depending on how much of a packrat you are. Now imagine that with a slew of containers that have a 10% multiplier. lets say they fit 100, so discounting eq (100 pounds for simplicity) if you can carry 500 lbs, that's 400/10 = 40 containers filled with 100 souls each. 4000 in 1 run would make church upgrades a snap, along with multi'ing. Now imagine if we change the weight of bottles as well… lets say you can carry 5 per lb. 20k souls if you packed light. I know this is an exageration, but it's definately something to be considered.
eRT
-
I can carry back 600+ a trip.
-
Thanks for the explanation Syn. I'd much rather have a Sack that works than a broken Sack. Hmm, that doesn't sound right… anyways... I can only bring in around 300 souls per trip.
-
~~@Ertai:~~
> Interesting idea, Xev, however, it seems to me that if we calculated weight through a total, things like souling would become easy. How many souls can you carry back in 1 load? I would say 300-500 depending on how much of a packrat you are. Now imagine that with a slew of containers that have a 10% multiplier. lets say they fit 100, so discounting eq (100 pounds for simplicity) if you can carry 500 lbs, that's 400/10 = 40 containers filled with 100 souls each. 4000 in 1 run would make church upgrades a snap, along with multi'ing. Now imagine if we change the weight of bottles as well… lets say you can carry 5 per lb. 20k souls if you packed light. I know this is an exageration, but it's definately something to be considered.
>
> eRT
With floating disc yep I use to beable to pull in 4k a run. Then again just getting there and at the time it was still NPK and CPK so the trip was well worth the prize.
Now the best I can do is 400 to 500 bottles no matter what. Still there is something wrong with the weight on the Silkies mine shows very little difference between using a rift with 40% and the silky with 1% also the silky only holds 225 but unless it's all bolts that never happens the weight out does it before then. On the other hand I'm going to test that weight thing again using souls so going to POA for a few.