Don't mule...

Talk about Neversummer 4 with your fellow players.
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Flailer
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Don't mule...

Post by Flailer »

At least on server 2 - not sure if it's the case for server 1 as well. Clean up scripts seem to be set on extra aggressive, so if no one is in the map and you try and mule between chars (or anything else of that nature), it'll nuke it. Found that out with a half dozen Lag Hammers. Ooops!
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Post by Netrom.dk »

and why do you even need ½ a dozen of lags hammers?

We are currently testing a new script to prevent broken spawns, apperently there is some sideeffects that hopefully will be ironed out quickly.

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Post by Eva »

[quote="Netrom.dk"]and why do you even need ½ a dozen of lags hammers?

For getting the best of the best for your own characters, nd some spare if you got disarmed, pk's in a hostile city etc, and aiding ppl that aren't able to get them for theirselfs. A fair reason?

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Post by Flailer »

I personally need them because I'm hoping that the insectoid s3xtuple weilding subrace will be implemented. :P
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Post by Lokey »

Flailer wrote:I personally need them because I'm hoping that the insectoid s3xtuple weilding subrace will be implemented. :P
That's a no can do, way too hard coded. Hope it was the old versions with on hit: lag server that went poof ;)

Stray items take a surprising amount of cpu. You can suggest other methods, but I'm not fond of meta-gaming.
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Post by JesterOI »

Lokey: Were lag hammer changed?
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Post by Flailer »

Was kidding about the s3xtuple weilding insectoid. Shouldn't have told me that the Lag Hammer had changed though... *now* I'm disappointed. Oh well, lots of fun new weapons now though.
You can suggest other methods, but I'm not fond of meta-gaming
Is the in-game barter method fixable? Seems like a semi-useful way of trading items without leaving them on the ground for grubby fingers at least.
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Post by JesterOI »

I think the item cleanup is a good thing in the end.
However I have spoken with more than one player that have said they are going to other servers because of the items disappearing.

Is there not a way to make some areas an exception? Like shops for example?

I think making shops or even just Avendell alone an exception to the item cleanup would be a wise compromise here. In the end people are still going to transfer gear, why lose players over making it a pain in the rear to do so?
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Post by Lokey »

Flailer wrote:Is the in-game barter method fixable? Seems like a semi-useful way of trading items without leaving them on the ground for grubby fingers at least.
No, it's hopelessly packed full of exploits. Only Bio can fix that.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

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Post by JustDrow »

Netrom.dk wrote:We are currently testing a new script to prevent broken spawns, apperently there is some sideeffects that hopefully will be ironed out quickly.
Any idea as to when these "side effects" might be "ironed out"? would like to know when I can put and get stuff of my mules. :)

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Post by deathdearler1 »

better find a buddy to hold it while your metagaming. :twisted:
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Post by Flailer »

Tell ya what: release some bags of holding as well as make coffers more plentiful and ban muling and we'll call it even. :D
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Post by JesterOI »

There's no way to really ban muling other than to make everything no-drop and even then there are ways...

It's a waste of resources to try and stop this sort of meta-gaming, not to mention that it's nothing "evil" and that it can turn a lot of ppl away from the mod if drastic measures are taken to stop this. I already know of players that are planning on leaving with the way things are now with the items gong away without a player in an area.

Just saying it hasn't been an issue in the past (perhaps an annoyance for some, but no real issue) and there is no reason to try and fix something that isn't broken, especially if we lose players over it.
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Post by TGPO »

Well, I wish them good luck in finding another mod where things dont disappear when no players are in the area. Most all PW's use a clean up script of some sort or another. The persistant junk on the ground was an unintended side effect not a intentional feature. If you must meta game looks like you'll have to do it the old fashioned way, get a friend to help you.
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Post by JustDrow »

That would be real nice to have a friend help if they were around when one needs to tranfer.

Nothing like being held ransom or at the mercy to being needy of other people to play. I have a few M-A crafters that are basically made to keep my main charcters with gear that could be lost for various reason plus some fine drops for use by the various levels of my different pc's.

Some servers I've been on have time decay set in zones for dropped stuff. Ussual out door areas clearing much faster than inside buildings. then again they too have a different spawn system than NS. I do preffer NS's spawners.

Having mules hurts no one. It's not as if these mules are running around with huge inventories in their packs robbing server resources. Most who have mules tend to keep their pc's with minimal gear needed for play.

If we come into a position were we can't empty our main playing pc's packs to our mules, we'll have players running around with packs full of inventory which will steal resources from the server.

If there is a way to set aside some areas, like inside inns, barricks and shops. That would work out great.

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