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  #1  
Old 10-15-2013, 08:00 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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I know there has been some talk about this issue in the past.

I'm sure you're well aware of the reason why, Secrets, but for anyone who doesn't...


It's basically that the corpse blob does not store the attuned flag.

Either the blob will need to be updated or the it will need to be deconstructed into a field-based system..there's been some chatter
about the latter, especially since I need to change the single slot format into a 4-property struct for the inventory rework.
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  #2  
Old 10-15-2013, 08:19 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
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I have not seen anything posted but i know another of the devs was recently writing the SQL loop to explode the corpse blob data out to an updated table.
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  #3  
Old 10-17-2013, 01:41 AM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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I think UO's item decay was one of the best item designs implemented to date. Everyone had gear they'd reserve only for very special occasions (Heavy Xbow of Vanquishing!).

For those unfamiliar - weapons and armour had a maximum durability, as this reduced so did an item's damage or armour properties. You could repair an item, but it lost a little of its max durability each time dependent on your skill - so eventually you'd have to replace the item altogether.

You could do something simple with Procs and Item charges to depreciate items in EQ. Otherwise you could implement some fairly simple source changes for a more elegant approach, e.g.
- add a 'condition' field to the item class (representing a % of condition)
- use 'condition' to multiply damage/ac/stats in the relevant functions
- include a chance to reduce condition in combat events

Then you can remove no-drop, and while items will be tradeable, there will be a constant flow required and people will tend to keep 'spares', and/or sell part damaged items.. restricting the flow of godlike items to the undeserving
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  #4  
Old 10-17-2013, 07:15 AM
liquest
"Special" Member
 
Join Date: Jul 2007
Posts: 373
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Something i believe 90% of emulator servers lack is server wide selling and ecomomy.. When it comes to server with No Drop off. people horde loot for themselves or give it away to people. I just want a server that has an ecomomy where money means something.
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  #5  
Old 10-17-2013, 04:59 PM
Davood
Discordant
 
Join Date: Jan 2005
Posts: 488
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Without reading everything.

Here is my ideology on items:
Everything, bar a few very special (artifacts, epics, and special quest items) should be tradable.

Here is how I limit the use of said items:
Level REC and level REQ, as well as zone-level restrictions (temp deleveling when going to prime material plane zones, etc)

all of my items have a level REQ where you can't even weild it unless you are of a certain level, and a level REC for the max level of that tiier

there are some fancier things i've done in some zones and will be doing in more zones... like special encounters that happen for powerful players trying to slum it...


regarding economy.. i have some very special incentives to sell your loot toe vendors

i have a massive (20 line sql query) that does some magic to the item db and prices everything based on special rules - also there are alot of things buyable if you have loads of pp. granted you can probably exploit the pp a little if you are powerful enough.. but that is intended... as to max out your toon you will need 100s of thousands of AA or 10s or even 100s of millions of pp (read: my god-worshipper system is expensive for the god side of things but free for worshippers))
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