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(PUT and GET) enhancement

If you're that worried about it, if you've got: "(3) a potion of flight, there's nothing stopping you from doing: "quaff 3.flight" or "get 3.flight backpack".  That should pull from the bottom rather than the top.  Not to be confused with a "3.potion" which will do the third potion type in your inventory.

In other words, if you have:

(3) a potion of giant strength

(4) a potion of flight

(5) a potion of detect invis

"quaff 3.giant" should get you to quaff the third (oldest) potion of giant strength while "quaff 3.potion" will make you quaff the top (newest) potion of detect invis.

And as this isn't likely to become a coded thing anytime soon as Foxx states, to help with the "but when I get a new one, it's placed on top" or "I don't want to have to look before I quaff for various reasons", you can set up a trigger/alias to do it for you.

#trigger {You (buy|get) a scroll of giant strength.} {#add @giant 1}

#trigger {You (buy|get)} a feathered scroll of flying.} {#add @feathered 1}

#trigger {A scroll of giant strength crumbles from disuse.} {#add @giant -1}

#alias recite (%w) {recite @{%1}.%1;#add @{%1} -1}

Something like that should keep track of your various scrolls/potions/herbs/etc in their own variable, and adjust the variable automatically when getting new ones or using old ones.  Keep in mind that this example is very untested, very rough and completely inelegant, but should illustrate my point.

5 hours ago, f0xx said:

I've suggested this before (the thing Magick and Manual Labour talk about) and I was told it will not happen due to balance reasons. 

And I somewhat agree.

How is it unbalanced? Can you elaborate.

The stow command itself seems to me kinda pointless, it is superior to the put command but it is inferior to an alias so I'm not sure why anyone would use it.

Fool Hardy gave a good example, with two bags you could constantly dump after every new harvest of consumables, but it is annoying to need an extra container to juggle them in.

My questions is if keeping your consumables in order with 2 bags and dump is possible, then why would it being done automatically with one bag be unbalanced?

49 minutes ago, Manual Labour said:

My questions is if keeping your consumables in order with 2 bags and dump is possible, then why would it being done automatically with one bag be unbalanced?

For the exact same reason consumables exist in the first place.

To create a skill gap between those who "bother" to perform well, and those who don't.

If we follow your logic, then why do we need consumables at all? Sanctuary is mandatory, so everyone is going to use it anyway. Right? Why would giving easy access to sanctuary for all classes be unbalanced? And if all classes are going to have sanctuary, why not remove it all and just double the HP pools?

The answer is simple - to create diversity in tactics and choices.

What you suggest is doable as it is, and easily so, yet 99% of the people don't do it. Just like a slew of many other small things, which in the end give you the edge in PKs that seem perfectly even.

2 hours ago, f0xx said:

To create a skill gap between those who "bother" to perform well, and those who don't.

And if we follow your logic we should revert training and Exp changes to the old slow progression models. To create a skill gap for those who bother of course. 

Sometimes quality of life changes are a good thing.

29 minutes ago, Wade said:

And if we follow your logic we should revert training and Exp changes to the old slow progression models. To create a skill gap for those who bother of course. 

Sometimes quality of life changes are a good thing.

This is a fine line - and I agree with Foxx that we don't want to lose the effort and skill aspect of FL.  That said - Timesinks aren't skill, nor are they effort - in our current primarily working adult situation - timesinks more often than not are  a test of who has less going on in their life.

Consumables for me right now could do with a tweak - Nymph hearts being the big example, but there are a few others.  The game shouldn't give big advantages to people who just have more time to play.  IMO examples of good consumables are the the Glimmering staff, and the Nectar - both of which require a decent investment, and some game knowledge.  Being able to stay logged on all day and farm 150 Nymph hearts doesn't require any skill or knowledge.

@foxx I think your example is taken too far. I am not saying everyone should get sanc. If you go to the trouble of gathering a lot of consumables I think your character would be smart enough to use the oldest ones first. If this were OP it would not be possible to micromanage your consumables with 3 backpacks and the dump command. To me this isn't a skill cap, it is an inconvenience.

3 hours ago, f0xx said:

if all classes are going to have sanctuary, why not remove it all and just double the HP pools?

So that Zerks and Mages can remove it. It also adds some depth to the game.

And don't talke about that Glimmering staff. Darned L60 sanctuary for all. ;)@Magick

 

If we are looking at consumables, can we please look at the sparkling pill. I get tired of getting a vial when I try to get that pill from my backpack. **Object 'sparkling pill !7808!' is type pill, material dried liquid.

Extra flags: none.

Weight is 1, value is 0, level is 15.

Level 15 spells of: 'sanctuary'.**

I guess I will have to memorize the quest tag !7808! .

https://s-media-cache-ak0.pinimg.com/originals/1b/37/ec/1b37ec6dd26e4368cf9db7558ea46a4f.gif

@Erelei Instead of sorting, how hard would it be to code a get last.herb backpack ? @f0xx But lets not use last. To easy. Lets use get one of these: http://www.thesaurus.com/browse/last

I like outermost and rearmost . Of course, partial recognition should be disabled for the keyword. :P

PS: Is my image embedded or is it wasting the server bandwidth?

``` Hum... it's using the xml element: img alt="1b37ec6dd26e4368cf9db7558ea46a4f.gif" class="ipsImage" height="750" src="https://theforsakenlands.com/community/applications/core/interface/imageproxy/imageproxy.php?img=https://s-media-cache-ak0.pinimg.com/originals/1b/37/ec/1b37ec6dd26e4368cf9db7558ea46a4f.gif&key=1d7b081a8c25f892a6d0d371ca0bde0abfdaa3dc48cb3a6e9a1d80d19846c702" width="1000" /> ```
Edited

Or you could use "pill," though you run the risk of getting a multicolored or white or whatever pill.  But I do love the vnum call in the short description.

And I'm stealing that image, @Mya.  I've got a trigger for them on Cmud, but that's handy to have, too.

Lol @ level 60 sanc

34 minutes ago, Wade said:

Lol @ level 60 sanc

She used a wink there.

 

@English lad

The game shouldn't give big advantages to people who just have more time to play.

 

Isn't it like that with everything in real life too? The more time you invest in something, the better you become. Besides, that's how games in general incentive people to be active. I mean.... we recently had a suggestion where people would get passive income of RP points for being online a lot.

Besides, having a lot of consumables has little to do with being active, and more to do with being smart about farming and using them.

So I need to remove consumables from expiring. Okay. Power gamers unite!

This is not a problem or an issue in ANY way. I would much rather see Erelei's time spent on classes instead of convenience.

Writing code to "get last.item" would be nifty. I have no problem doing that.

7 hours ago, Erelei said:

So I need to remove consumables from expiring. Okay. Power gamers unite!

let them expire. but allow players to use the oldest ones first.

53 minutes ago, Manual Labour said:

let them expire. but allow players to use the oldest ones first.

 

That's a negative ghost rider.

50 minutes ago, Erelei said:

 

That's a negative ghost rider.

Seems there is a method to the madness...

As a mage I hate consumables, I think its a game breaker.

As a melee class I think consumables should be rotated first in first out.

As a player, I think there should be a middle ground where the chance of taking the oldest consumable is possible with each grab from sack. (luck yes?)

UC

My question is why is this even an issue? 

If your consumables are crumbling before you use them then fight more.