Imeckus Stroon

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Goblin Squad Member. Organized Play Member. 18 posts. No reviews. No lists. No wishlists.



Goblin Squad Member

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There is no good way to split a large stack of items. If you have a couple thousand silver ore and want to trade two hundred to a friendly neighborhood smelter, you click on your stack of silver ore two. hundred. times. And likely as not you click just a bit too fast and wind up dumping your whole supply into the trade window, and have to start all over again.

(For some reason, clicking quickly on a stack never seems to move the whole thing when you want it to, as when dumping inventory to the bank. But that's another matter.)

As it turns out, the technology for splitting stacks is already in game! With a little slider bar and a number and everything. Perfect!

The problem is that this tech only applies to trashing items from your inventory.

Thus cometh the terrible, bad way to split stacks! Simply toss some amount on the ground (with the ease and convenience of a slidey stack-splitting bar), trade or deposit the remainder, then pick the trash back up.
...it is probably obvious why I call this way terrible.

So, a request to GW: can we just get that slider bar for every stack click-and-drag? It would be wonderful to split large stacks quickly, easily and without significant risk of accidentally deleting our stuff.

Goblin Squad Member

PFO wants to have a meaningful alignment system, and to discourage nonconsentual PvP without forbidding it. How can we make that happen?
My idea: Tie alignment to the item-threading/corpse-looting system.

The Good: A non-aggressive player isn't going to like the thought of losing their hard-earned gear to a random PvP gank. To help these players out, I propose Good characters gain more Threads of Fate. Conversely, evil characters would gain fewer Threads of Fate. Live by the sword, die by the sword; those who like a game where death can mean losing all your stuff can play that game, and those who don't like that game don't have to play that way.

The Bad: If all we do is reduce the risk for Good players without throwing Evil a bone, we'll invariably end up with highwaymen and petty criminals gaming the system to think they're Good. We need some incentive for Evil murdering bastards to stick with an Evil alignment tag! I propose that Evil characters loot a greater portion of unbound items from player corpses. Conversely, Good characters would be unable to loot much from slain players. Those who make their Evil living preying off other players have a strong incentive to be Evil mechanically, while Good players, who don't PK much (at least not for loot), don't lose anything they wanted.

This system:
1) Reduces the risk PKs pose to Good players, by allowing them to keep more of their stuff after death;
2) Encourages players to match their in-game alignment to their playstyle, by giving Evil characters benefits player-killers want (and 'carebears' don't) and withholding those benefits from Good characters;
3) Encourages player-killers to hunt each other, rather than preying on the Good, as Evil characters get fewer threads and thus might drop more valuable items upon death.

This system comes with some built-in balance knobs, if it seems the benefits for one alignment are too attractive to players of the opposing playstyle. Threads of Fate could range anywhere from none (lose everything upon death) to all (lose nothing on death), with Good and Evil maxing out wherever on the spectrum makes the best balance point; similarly corpse-looting could range from all unbound items to nothing, even locking good players from looting husks at the extreme end. Beta can provide an extended test period to work out how best to tune these knobs.