Why cant we just sheath and hold? Arent sheaths on your leg, waist, sleeve, back, arent these are all places that arent our hands?
Ever change a piece of equipment and forget to edit your alias so you spam this 2-3 times wondering whats wrong?
Furthermore if my main weapon isnt cursed but my secondary weapon is, why cant i remove my first weapon and hold something? Why do i have to wait for my secondary weapon to switch hands before i can hold only to have to do this entire alias to pop it off, rewield and re dual wield.
Why can i dual wield a dagger and magically replace that dagger with another weapon or shield when HOLD doesnt do the same, HOLD item should replace by default your offhand weapon or shield, IMO if they are cursed it should then check your main hand for replace.
if (get_eq_char(ch, WEAR_SECONDARY) != NULL)
{
act("You can't hold an item and use two weapons.", ch, NULL, NULL, TO_CHAR);
return;
}
This is a dumb codeblock (no offense to anyone) but this should be a simple replacement of item into second slot.
Yes ive posted about this before and its the same for mages as is melee, spam city and no updated auto replacements.
The fact that you have a way to remove cursed items easily isn't enough?
It's totally easy to create the alias's, and it's just as easy to edit them when equipment changes are made. Doesn't else think it's a stupid amount of onscreen spam to look at? I was in a group yesterday and 3 of us were changing weapons, holding things, reweilding, messing up, missing a brandish and repeating. Doesn't the fact that 'it can be done and IS being done by everybody' negate the need to flood each other's screens?
And @f0xx I brought this up when I first came back and played mages, this isn't a melee vs mage thing because both class types and the ones in between all do it.
Getting back to @Lloth please ask yourself this question, are cursed items able to be removed or not. If the answer is NO then this tactic should be eliminated, if the answer is YES then why do we have to submit players to the screen spam and hassle of alias creation :)
Just saying. If you had a shield, such as is mentioned in your script there, it is just Sheath, hold glim, brandish, rem glim. Its because you want two norem weapons and the ability to sanc up on the fly that your experiencing frustration.
Also. You have sheath followed by draw, while I know you are covering your bases incase those weapons were sheathed and would not drop into inventory, you increase the self inflicted lag created by your alias. You do not need to denote (tell the game what staff) the brandish, you will automatically brandish that which you are holding.
Finally, if you were not of giant strength, you do not need anything beyond the two demon talismans, even with giants I rarely need anything else.
for me its.
rem all < gets rid of the +str gear affecting those demons.
demon
back in business
Where demon is an alias for get both talismans, wear both talismans, remove both talismans, put both talismans away. (all. used when ever possible = less self inflicted lag)
Absolutely not tryin to offend @Unknown Criminal, trying to point out things I think may help you some.
Doesn't the fact that 'it can be done and IS being done by everybody' negate the need to flood each other's screens?
What's the alternative? Make noremove items even easier to remove? The entire point of that flood is that doing it mid-PK is a hassle that leaves you vulnerable - get bashed while you're in the middle of it and you're suddenly wearing two demon talismans and no weapons. Unlike the stay command for charmies, I actually do think this is a significant balance issue, and personally I think cursed weapons are already far too easy to remove as it is.
I'd prefer that cursed weapons were damn near impossible to remove, and that most/all abilities allowing the disarming of them be removed - make it so that a cursed weapon is something you are well and truly stuck with in 90+% of cases (including them being impossible to sheath), but also make the benefit of wielding a cursed weapon more potent because almost nobody would be able to disarm one. Your invoker accidentally wields a battlemaster's blade? Too bad - you are stuck with it until death, unless you can get a friendly zerk to cleave it, and you'll have to make do with a stave for charging. Your invoker wants a noremove staff? Better charge that thing perfectly before you wield it, because once you do, you're stuck with it at its current levels and you better be damn careful about not diminishing the charge - but you also have a staff that nobody can disarm.
And @f0xx I brought this up when I first came back and played mages, this isn't a melee vs mage thing because both class types and the ones in between all do it.
You are right, but the most common reason you want to do what you describe, is to brandish the glimmering staff and grant yourself sanctuary.
Now mages don't do that and they don't suffer that much from this problem, so your suggestion is a direct buff to melees.
This hassle for the removal of cursed weapons exists for a reason, and it's to make brandishing the glimmering staff in the middle of a PK not such an easy task.
Getting back to @Lloth please ask yourself this question, are cursed items able to be removed or not. If the answer is NO then this tactic should be eliminated, if the answer is YES then why do we have to submit players to the screen spam and hassle of alias creation :)
We use cursed (noremove) weapons as a point of balance. They give defense against disarm. The trade-off is that it makes buff management more difficult. Getting rid if the trade-off invalidates about 80% of the weapon choices. It's not going to happen.
So, I wanted @Unknown Criminalto know they are not the only person to bring this up. I also wanted to share WHY things are what they are.
So;
On 1/28/2017 at 3:34 AM, Fool_Hardy said:
Since the beginning players have had to carry demon talismans around to remove cursed weapons. There are also a plethora of other cursed rare items that can ultimately give a character a bad time when preparing to leave. I personally have had cursed items cause me incredible grief on many occasions. I would like to suggest we create some other avenue for dealing with cursed items. My kneejerk reaction was to suggest a potion of curse remission that allowed characters a 2hr remission affect, this affect means they ignore nodrop and noremove flags. My second suggestion idea was to incorporate ecstasy into the game, when a character eats an ecstasy pill they immediately remove everything and drop everything on the ground preferring to be naked an unencumbered. While this may come across as funny, I do actually think we need this. I hate donning demons with a good character.
On 1/28/2017 at 6:31 AM, Anume said:
Sometimes cursed items are cursed and noremove / nocurse for balance reasons. You have to actually wear them to get the benefit. This is usually the case when a negative side is also part of the item, so the curse hinders the using and then removing of said item.
Since I KNOW @Anumehas greater insight to the mechanics of balance in Aanahran than I do. I do not need her to qualify her rebuttal with an example. I trust that her knowledge > than my own on this subject, and ACCEPT that it is what it is, and carry on.
You know, I think cursed weapons means something different to me than everyone else.
If I have a cursed weapon it should be the only weapon I'm able to use, I don't care if it's stuck until death or breakage it shouldn't be able to be removed. A big advantage for melee classes is the ability to switch weapons to vuln or a more defensive/offensive choice so having a cursed weapon IMO should just be eliminating their weapon selection ability.
I think what I'm getting into is then tansition between weapons and held items. I'm not spamming and wearing talismans to regain the weapon selection advantage I chose to do away with, I'm wanting to hold something in an available hand while my cursed weapons are sheathed. Or even of my main weapon isn't cursed, why I can't I hold something in that hand?
Lets go a step further even, what if we allowed (sheath/hold) but if weapons are cursed the curse on the weapon could actually add double or triple lag to the (brandish/use) ability. Make the curse on the weapon affect more than just noremove, make it have debilitating usage effects.
I'm on board with it in terms of removing a primary and having to wait until the secondary switches . Though I would say that if this were the case that it could only be done out of combat where you wouldn't switch weapons at all. If you're attacked or are already fighting someone and you tried this, the secondary item would be switched to primarily either quickly to do so, or until you wear that weapon again you lose out on defense for trying to do so. If you can dual parry, you'd lose it completely because you only have the one weapon, and if not because the weapon is not your primary arm (you're using it in your weaker arm) so you lose out on your ability to parry by say 30% at least. That means it's kind of a fair trade off for doing so, and if you're trying to run, that means you're hurting yourself far more than anything else.
I don't believe it should be simple by any means, and the draw backs of such doing are vastly in favor of not doing that if that became the change. In the case of sheathing if you have doublesheath you can alaready hold something as long as you've got a hand free if the other weapons are sheathed and you wield something in a single hand. As much as I'd say that logic would dictate being capable of sheathing and holding items IRL would make sense to translate over to IG situations, I feel this would be extremely strong. I'd say that a patch around would be that you cannot sheath within 3-5 ticks of fighting so you're not capable of completely dominating anyone because you managed to sheath, zap flight for no more trips, draw weapons and go to plow town again. It makes you think more about how you're going to go about your situation.
Although I see it as a possible good change in some cases, I don't think it's crucial to add in. You go from lagging yourself by using an alias to get enough strength dropped to drop your weapons and putting back your sanc or whatever, just prior of wielding again to something that has no drawbacks to doing so unless what I've suggested was put into the game or someone else has a different idea about that, it may be a bit OP for some characters to be able to do that with such ease.
So after a few replies what's being brought up is balance, so if balance it the reason that causes annoyance and spam why not just lag it and remove the spam?
Why don't we make 'cursed whatever' easily removed WITH the appropriate lag attached? For the sake of all that holy or unholy, if it takes me a full tick to wear/remove/wear just to use a damn item why not just make cursed items take a full tick to remove! That in itself is a curse, normal items pop off while cursed items take time to peel off your skin.
Keep things at face value where cursed items are either removable OR they aren't, I'd rather be lagged for a full tick instead of having to spam my screen OR watch someone else spam my screen with ullhit equipment wearing and removal emotes. Why in gods name do you people enjoy seeing this crap? I just don't understand, lol
Because being lagged for a bit is not nearly equivalent to being lagged AND having massively reduced strength/dex for that period of time, slight as it may be.
What it does is make sure that there are SEVERE penalties if you try to switch around in combat, or during a chase. If you do it in combat, you run the risk of a pulse happening during the exchange, which means you're not defending well, have lower ac, are unarmed, and have drastically lowered strength. If you're doing it during the chase or being chased, you're either giving them a potential for a massive turning point if they double back on you, or sealing your death by stopping AND giving them advantages.
Cursed weapons will never be made easier to deal with. They're not meant to be anything less than a pain to remove. If you don't want to deal with the annoyance, don't use them. But that's not really what you're wanting here. You're wanting all the same benefits while having no (or in your second attempt, severely less) drawback.
I agree that there is a major balance consideration to be had with handling cursed weapons.
I also agree with the original thought that needing to spam an alias to create this balance is not a good thing.
I'd argue that you can solve the second without compromising the first.
You could turn it into a nice piece of fluff as you grapple with the powers of the weapon to wrench it from your grasp:
When you attempt to remove a cursed weapon, you struggle with it for a number of pulses. Each pulse (round) automatically lowers your str and dex by 1-3 points (roughly 16 points per tick). You can't do anything except cancel your attempt during the middle. Once you unhand the weapon (your str is lower than the weight requirement) or cancel, you regain freedom of action and your str and dex automatically increase by 1-3 points per pulse until max. Once at max, you can attempt to unhand it again (if you cancelled, for instance). Give cancel a two round lag, as further punishment of the mistake if caught in the middle.
You can speed this along by wearing -str eq or removing +str eq so your strength reaches the low point faster. Thus you wouldn't require being stuck so long and have a lower total of -str/dex (thus fast recovery phase). Or you could completely ignore the system and use -str eq to drop the weapon.
The lack of being able to act simulates the danger of being caught with talismans, without the spammy mess. It allows for limited control to reverse the process in the middle. Being able to act during the recovery phase simulates the transition phase where you have some of the -str eq on, but not caught in the worst part of the spam. The control over length through managing str equipment rewards pre-planning and awareness (i.g. engaging gameplay) over a simply making an alias, turning an awkward mechanical necessity into a design feature.
Of course, this also allows for the old system to be used at the same time, so if you don't like it, you can still use your alias.
That's not a bad alternative to the system @Celerity. I didn't even really think of it like that in that sense, but it does ensure that you're probably going to wish you hadn't if you're caught in the middle or towards the end of it if you're having to go below 4 STR.
@Unknown Criminal the way I see it is that you're going to be using an alias every time to drop it by using talismans and whatever else you need to decrease your strength. Although it may fill my screen, it also means there's an element of tactics that can be used against it later on as well. For instance if I never look at your, I don't know what you wear (I generally don't look at everyone in my PK range unless I'm thinking of a plan to take you down within the next week or so). Seeing you spam it while we're grouped ranking or EQ gathering, I now know some of your weapon selections, whether or not you use a glimmering staff, what you wear around your neck/head/rings, and wands/staves if the class allows it. How is that useful exactly? I know your weapons are cursed which means you're probably not going to switch the weapons you're using much in that time frame, especially now when I can't find anything in terms of weapons without getting a Merchant. I also know whether you're using a bunch of saves EQ or +hit/dam EQ as those spots are primarily used for such things. So although the time frame to use those things may be shorter than other suggested ideas which would leave you more vulnerable than the current way, we're essentially giving away our possible tactics by doing so. Spam my screen with that? I'll go back later to see what you were wearing in those spots, and hopefully I'm playing a class that could easily overtake you if that is my characters goal.