2nd slot for main weapon switch

If you have ideas to improve this great game, post them here!

Moderator: Game Administrators

User avatar
SellSword
Posts: 4037
Joined: Tue Aug 29, 2017 11:16 pm
Location: Ardesia

Re: 2nd slot for main weapon switch

Post by SellSword »

I'm not one for PvP and my experience is limited solely to being the initiatee (I'm saying it's a word), but you'd have to figure out rules for that as well. If you can't leave a map while under attack would you be allowed to swap gear?

If I'm getting mine handed to me can I change to my second set that is just a weapon and speed boots? Sure would miss those boots...

On the flip side, if you saw someone wearing their alternate gear, you could attack them and essentially lock them in with that set for the duration I suppose. Plenty of boastful posts and whining would ensue.
Old soldiers never die, they just fade away.
User avatar
LostKnight
Posts: 6445
Joined: Sat Sep 09, 2017 8:02 pm
Location: Rockhiem nord i Steinhus nær Kedington

Re: 2nd slot for main weapon switch

Post by LostKnight »

MadMikael wrote: Thu Apr 05, 2018 12:02 am ah, on that line of thinking
"locking" items that are important would be a nice addition
That has been a GRRRRRRR!!!! for me since the beginning. I like keeping my Mith tools and "Unknow Key" in space 1, 2, 3, and 4 with my spare weapon in space 5. Make a couple of mith tools to complete a "set" I'm making and all of a sudden I have to manually rearrange things when I put them in my house.

First 20 spaces should be "lockable" tap an item those spaces and along with the options available now a "Lock" (closed = locked, open = unlocked). If an item is locked it does NOT shift if some thing before it is moved out.

Lock a second weapon ... can't move unless unlocked, BUT can be switched with current weapon that takes the same locked space and is automatically locked in place. Any 'locked' wearable item would act the same.

Same thing for Selling, I want to sell something in space 12 of the first 20 that I have all "locked" ... selling happens as it does now with one exception, space 12 in the first 20 is empty. The next thing I pick up goes in that space. Now it is my option to lock it or not.

I think it would be a rare occurrence that someone locked all 20 spaced in the bag, but nice for the option. The preceding was only an example.
I'll fight for what I think is right!
User avatar
SellSword
Posts: 4037
Joined: Tue Aug 29, 2017 11:16 pm
Location: Ardesia

Re: 2nd slot for main weapon switch

Post by SellSword »

I'd think that some sort of "locking" system would be easier to put into effect than alternate weapons/equipment, and I'd be all for that if it was the only thing that came out of this.
Old soldiers never die, they just fade away.
User avatar
rearrow
Posts: 1775
Joined: Wed Jul 16, 2014 9:48 am

Re: 2nd slot for main weapon switch

Post by rearrow »

love the lockin idea even more then the rest.
iv lost high lvl (for me) stuff which was on pet tab and dropped to the ground when pets was killed.
sometimes because i couldnt pick it up being under the joystick but more often because some xxxx killed my pets while i was busy in (unvolentary) pvp.
in that case you have no time to throw away less valuable stuff from your inventory to make place for the dropped stuff.
User avatar
Leone
Posts: 5195
Joined: Wed Aug 28, 2013 12:00 am
Location: Ashdown Village

Re: 2nd slot for main weapon switch

Post by Leone »

SellSword wrote: Wed Apr 04, 2018 11:34 pm For archer you could do something like introduce dagger-type weapons, as allowing two different classes to use the same weapons (i.e., swords for archers or the like) might not go over well. Possibly a level cap on an alternate weapon?
This whole debate reminds me of the "class balance' and similar threads from 2014 or so. I played a dwarf then and argued strongly for them to be able to swap between melee and ranged weapons to be able to compete in pvp. What convinced me I was wrong? Mad's quote here about archers being obselete:

viewtopic.php?f=12&t=4369&start=10

I agree with this. I like the fact that melee players use melee weapons and ranged use ranged. The danger is that if an archer is given a dagger or other melee weapon, then there will eventually be little difference between the different classes.

I do really like the idea to lock the first x items in your backpack. I've lost important items too exactly as rear explains. This would be a great way of solving this issue.
User avatar
MadMikael
Posts: 3301
Joined: Sat Mar 08, 2014 5:54 pm
Location: Windsor, Ontario, Canada (EST time zone)

Re: 2nd slot for main weapon switch

Post by MadMikael »

I'm hoping compbatant will consider a similar idea to the locking idea.

The idea should be simple to implement (I think, well, simpler than the complex ideas above)..

Basically, when you click an item in storage or pack, there's another button - move this item to 1st page (top of pack).
I think, this is possible to do (but not sure).

If implemented, this could make reorganizing packs/storages a little easier...
It's not the ideal solution, but, until he decides to rewrite all that code (and it is a LOT), it would work in the mean time.

EDIT: wow Leone, that's a real old post haha
At that time, the sword was my only account. I think, that was one of the many threads that encouraged the introduction of throwable stuns, as well as making the classes all the same speed. While you still need joystick to play in PvP, it is far more balanced now than it was back then. No, perhaps not perfect, but the arguments seem far less lopsided nowadays. Back then, my screen was far too small to use a joystick; I no longer have that issue. Still, would be nice for those who do not like joystick to be able to use melee in PvP.
RETIRED [GM] - Game Master

Please contact GM Inbox for help if you need it.

⬇️ GM Inbox contact link ⬇️
ucp.php?i=pm&mode=compose&u=9711
User avatar
SellSword
Posts: 4037
Joined: Tue Aug 29, 2017 11:16 pm
Location: Ardesia

Re: 2nd slot for main weapon switch

Post by SellSword »

MadMikael wrote: Thu Apr 05, 2018 6:07 pm I'm hoping compbatant will consider a similar idea to the locking idea.

The idea should be simple to implement (I think, well, simpler than the complex ideas above)..

Basically, when you click an item in storage or pack, there's another button - move this item to 1st page (top of pack).
I think, this is possible to do (but not sure).

If implemented, this could make reorganizing packs/storages a little easier...
It's not the ideal solution, but, until he decides to rewrite all that code (and it is a LOT), it would work in the mean time.
We're all using the tried and true method of throwing everything out and seeing what sticks! :lol:
Old soldiers never die, they just fade away.
User avatar
LostKnight
Posts: 6445
Joined: Sat Sep 09, 2017 8:02 pm
Location: Rockhiem nord i Steinhus nær Kedington

Re: 2nd slot for main weapon switch

Post by LostKnight »

Actually, the simple idea of "locking" would be a GREAT improvement, whether it moves to the top of the pack or not.
I'll fight for what I think is right!
Post Reply