The first point you mention can be discussed, although I am going with chak here that we players decide what has any value and what hasn't. If I start mass producing dragon helmets now and hand them out to every player I meet, their value will sure drop quite a bit, but how would the scent system reflect that fact?
The second thing is that with that small of a timeframe you make it impossible to track down thieves when you didn't find the scents right after the theft happened.
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ewlol
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Re: Make scents last longer
To the latter, a feature must be implemented then that standing scents last forever but once collected that initiates decay.burgingham wrote:The first point you mention can be discussed, although I am going with chak here that we players decide what has any value and what hasn't. If I start mass producing dragon helmets now and hand them out to every player I meet, their value will sure drop quite a bit, but how would the scent system reflect that fact?
The second thing is that with that small of a timeframe you make it impossible to track down thieves when you didn't find the scents right after the theft happened.
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Potjeh
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burgingham
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Re: Make scents last longer
Well that sounds like quite a good solution to me. So you are not forced to play to find scents, but are forced to act once you find them. Of course the scents would not only have to start to decay in your inventory, but on the ground as well once they have been touched.
€dit: hm potjeh has a point here ^^
€dit: hm potjeh has a point here ^^
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ewlol
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Re: Make scents last longer
Make it impossible to collect ones scents. I see no use doing that anyways.
Not only with the idea of standing scents lasting longer, it allows time for preparation of people and resources before collecting.
Not only with the idea of standing scents lasting longer, it allows time for preparation of people and resources before collecting.
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Potjeh
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ewlol
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Re: Make scents last longer
That is a good point. Only thing I can see as restricting that is scent collecting being limited to the victim (rather drastic). With a claim, the owner and perms list, and with a village, all members of the village.
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Potjeh
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Re: Make scents last longer
Actually that's a good idea for a different reason - gung ho vigilantes who track and summon following scents they just find walking around and have no clue what they're about. There's the problem of a reincarnated character being unable to see the scents of his killer, but it can be resolved with some kind of scent collection permissions system.
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Onionfighter
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Re: Make scents last longer
Scent decay, both in and outside of inventories, is very necessary because without it any summonable scent hangs over the head of the perpetrator forever.
Also, anything that allows scents to remain collectible without going away is going to make the number of game objects skyrocket, and will make collecting scents impossible because there will be so many it will be difficult to differentiate between them.
Limiting who can see scents seems artificially limiting in a sandbox game. Better to make some kind of limited scent removal possible for claim owners (like property related crimes that occur on an already existing claim).
Extending the time limit seems like the best solution for dealing with the new necessity of rams.
I still think that scents should be nameable.
Also, anything that allows scents to remain collectible without going away is going to make the number of game objects skyrocket, and will make collecting scents impossible because there will be so many it will be difficult to differentiate between them.
Limiting who can see scents seems artificially limiting in a sandbox game. Better to make some kind of limited scent removal possible for claim owners (like property related crimes that occur on an already existing claim).
Extending the time limit seems like the best solution for dealing with the new necessity of rams.
I still think that scents should be nameable.
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Grog
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Re: Make scents last longer
Onionfighter wrote:I still think that scents should be nameable.
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