Any thoughts on how we can let this not devolve into the NS3 method of discouraging pickpocketing: loading up your inv with tons of single items to increase the likelyhood of those being dropped? While that's a solution, it's a bit of a hack and certainly doesn't add to gameplay enjoyment. Perhaps the item that's dropped can't be a weightless item (like a cheap gem or something) or can't be an item that's stackable (like a bunch of bless potions kept in a non-stacked state). Course, that would prohibit scrolls from being dropped, which might be desireable.- Implemented random item drop when killing a hostile player within your own faction's territory. When you defend your faction areas from a hostile player from another faction (not just any hostile player, they must be from another faction), you will receive a random item belonging to them.
So, perhaps not just a randomized item, but also with size and weight randomization weighting? Any other ideas?
Does this include hindering type spells such as web or evards as an AOE spell? I think limiting a caster to one damaging type spell in a location is a fine idea (as long as the single spells are powerful enough to outpace most regen of players/monsters), but I think a caster should be allowed an entanglement spell to coincide with a AOE damaging spell. Because, really, what's the point of being stuck if you can't damage someone while they're stuck? Also, I would assume that AOE blast spells like fireball would be allowed to 'stack' with an AOE ing spell like incendiary cloud? That would be bad if that wasn't the case, in my opinion.-- Casters may only create one AoE of a given type at a given location.
The other changes sound like a good idea I think. The rez/binding changes will definately alter town guard raiding.
Thanks a ton for the update as well. That goes a long way to keeping people engaged.
Shade