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Author Topic: Items, database, online  (Read 441 times)
khiren
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« on: February 09, 2025, 04:06:36 pm »

Would creating an online, web-accessible database of all in-game items be possible?

Something like this: https://njs50.github.io/tfecat/
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Earwin
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« Reply #1 on: February 09, 2025, 07:43:38 pm »

Current Solace is not exactly a game anymore, more like a living memorial.

I would vote for item limits removal. This way anyone can explore to their heart's content.
With item DB (unless you've built it up yourself), and very small player presence, it's no longer fun anymore.. what are you going to do?
E.g. my only purpose now is exploring two or three corners of the world I haven't seen yet.
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khiren
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« Reply #2 on: February 09, 2025, 07:57:33 pm »

Current Solace is not exactly a game anymore, more like a living memorial.

I would vote for item limits removal. This way anyone can explore to their heart's content.
With item DB (unless you've built it up yourself), and very small player presence, it's no longer fun anymore.. what are you going to do?
E.g. my only purpose now is exploring two or three corners of the world I haven't seen yet.

Got it. I lost the entire item collection that I had built before, and I kind of forgot where everything spawns.
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Lelik
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« Reply #3 on: February 09, 2025, 09:38:34 pm »

Leaving this mud suddenly became much more easier then I though it will be.
*rofl*
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xafelar
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« Reply #4 on: February 09, 2025, 09:55:49 pm »

Got it. I lost the entire item collection that I had built before, and I kind of forgot where everything spawns.

Same problem. I used to play like 10 or 15 years ago and had good knowledge of items and preps in general. But now I cant even figure out where to get anything better than items from Glade of Beginners. Back in days I knew a lot of unlimited items to gear up 15-25 level char to fit for clan applications. It really hurts to explore and upgrade your stuff without knowledge and mobs in most areas will likely just kill you outright.

On the other hand, good knowledge is what you makes better(read stronger) than other people you want to encounter in pvp. PK(does it exists anymore?) is going to be very different if everyone has same equipment and preps.

Removing limits on equipment is a great idea. But it would require to replace load places of many powerful items which are quite easy to obtain. Everyone running around with a pair of leaf pendants would be silly. But again, that would require a lot of time investment from our only imm, thus I hardly see it happening.

Also, it would be really great to have an identify items in shops(something like appraise). I know fighterlikes have lore, but it just sucks in most of cases.
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zondra
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« Reply #5 on: February 09, 2025, 10:59:16 pm »

I disagree. It's better to learn for yourself . Or can ask groupmates or dm in forums
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Matthew
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« Reply #6 on: February 10, 2025, 06:30:09 am »

Got it. I lost the entire item collection that I had built before, and I kind of forgot where everything spawns.

Same problem. I used to play like 10 or 15 years ago and had good knowledge of items and preps in general. But now I cant even figure out where to get anything better than items from Glade of Beginners. Back in days I knew a lot of unlimited items to gear up 15-25 level char to fit for clan applications. It really hurts to explore and upgrade your stuff without knowledge and mobs in most areas will likely just kill you outright.

On the other hand, good knowledge is what you makes better(read stronger) than other people you want to encounter in pvp. PK(does it exists anymore?) is going to be very different if everyone has same equipment and preps.

Removing limits on equipment is a great idea. But it would require to replace load places of many powerful items which are quite easy to obtain. Everyone running around with a pair of leaf pendants would be silly. But again, that would require a lot of time investment from our only imm, thus I hardly see it happening.

Also, it would be really great to have an identify items in shops(something like appraise). I know fighterlikes have lore, but it just sucks in most of cases.

I keep losing stuff I loaded for not logging on Sad They're not even especially good items, but I forget where most suitable unlimited replacements can load too.
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I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
khiren
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Frack off?


« Reply #7 on: February 10, 2025, 09:34:21 am »

Got it. I lost the entire item collection that I had built before, and I kind of forgot where everything spawns.

Same problem. I used to play like 10 or 15 years ago and had good knowledge of items and preps in general. But now I cant even figure out where to get anything better than items from Glade of Beginners. Back in days I knew a lot of unlimited items to gear up 15-25 level char to fit for clan applications. It really hurts to explore and upgrade your stuff without knowledge and mobs in most areas will likely just kill you outright.

On the other hand, good knowledge is what you makes better(read stronger) than other people you want to encounter in pvp. PK(does it exists anymore?) is going to be very different if everyone has same equipment and preps.

Removing limits on equipment is a great idea. But it would require to replace load places of many powerful items which are quite easy to obtain. Everyone running around with a pair of leaf pendants would be silly. But again, that would require a lot of time investment from our only imm, thus I hardly see it happening.

Also, it would be really great to have an identify items in shops(something like appraise). I know fighterlikes have lore, but it just sucks in most of cases.

I keep losing stuff I loaded for not logging on Sad They're not even especially good items, but I forget where most suitable unlimited replacements can load too.

At one time, having knowledge of the MUD was an edge, but I think we’ve moved past that. Now, anyone trying to return here would benefit from knowing which items exist and, more importantly, where they spawn. This is especially true when it comes to their spawn locations, as we all know there are a few "special" individuals in the game who know exactly where all the rare items are and tend to loot them and transfer them between characters.
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naive
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« Reply #8 on: February 10, 2025, 10:49:32 am »

Got it. I lost the entire item collection that I had built before, and I kind of forgot where everything spawns.

Same problem. I used to play like 10 or 15 years ago and had good knowledge of items and preps in general. But now I cant even figure out where to get anything better than items from Glade of Beginners. Back in days I knew a lot of unlimited items to gear up 15-25 level char to fit for clan applications. It really hurts to explore and upgrade your stuff without knowledge and mobs in most areas will likely just kill you outright.

On the other hand, good knowledge is what you makes better(read stronger) than other people you want to encounter in pvp. PK(does it exists anymore?) is going to be very different if everyone has same equipment and preps.

Removing limits on equipment is a great idea. But it would require to replace load places of many powerful items which are quite easy to obtain. Everyone running around with a pair of leaf pendants would be silly. But again, that would require a lot of time investment from our only imm, thus I hardly see it happening.

Also, it would be really great to have an identify items in shops(something like appraise). I know fighterlikes have lore, but it just sucks in most of cases.
https://solace.i-read-you.ru/forum/index.php?topic=686.0
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khiren
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« Reply #9 on: February 10, 2025, 11:05:37 am »

I’m familiar with that page, but it’s not what we’re discussing. Thanks, though—it might be useful to others.
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xafelar
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« Reply #10 on: February 10, 2025, 03:43:07 pm »

At one time, having knowledge of the MUD was an edge, but I think we’ve moved past that. Now, anyone trying to return here would benefit from knowing which items exist and, more importantly, where they spawn. This is especially true when it comes to their spawn locations, as we all know there are a few "special" individuals in the game who know exactly where all the rare items are and tend to loot them and transfer them between characters.

I think CF(could be wrong here) has a good solution for limited item loads. When you look at mob it shows items on mob and items that -possibly- load on mob, i.e. taken limit items. Something like <wearing on waist: very rare limited belt>. It would be a really cool feature to have in Solace, but that would require a lot of coding I believe.
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arre
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« Reply #11 on: February 10, 2025, 04:38:49 pm »

could be

 
<ABSENT on waist: very rare limited belt>
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Earwin
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« Reply #12 on: February 10, 2025, 06:02:16 pm »

Really, let's just say bye-bye to limits while we're in museum mode?

When you have 10-20 players online, there's always some risk for the shiny-holder, even if they barely scratch by mandatory-time-in-game requirements.
When you have 0-2... there is very little risk, even if you actively seek trouble. Like, I can't meet the characters I want to meet for two weeks already Cry

I have a single character (ok, sometimes I roll a second naked one to test out some skills and delete it after),
I don't talk to anyone outside the MUD itself and this forum,
still I have a bunch of stuff I need for exploration, that nobody's going to see for (I hope) quite a long time.
That's not fair, but I can't exactly make it fair on my own without opening a charity shop on market square.

Everybody running around with a pair of leaf pendants? Why not?
This will actually even out the balance. OOC teams' advantage will reduce.
The rare PK would become more about skill and less about who was the first one to get to the Honor's Face.
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xafelar
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« Reply #13 on: February 11, 2025, 03:17:45 am »

Everybody running around with a pair of leaf pendants? Why not?
This will actually even out the balance. OOC teams' advantage will reduce.
The rare PK would become more about skill and less about who was the first one to get to the Honor's Face.

I'd like to see you beating anyone with 3-4 autoheals and 3-4 autocast items on top of their class/clan abilities and items that allow summon/charm. 'The rare PK' would become even more rare due to difficulty of actually killing someone and would likely to turn into cleave/assassinate nightmare.

Removing all limits would unpredictably disbalance the game and give even more advantage to people who cheat and transfer eq.

What other good options can you think of?
1. Review of equipment limitations. For example, having 200 leaf pendants in the game would lead to a nonsense. But raising limit on... lets say... flaming daggers from 2 to 200(or removing it completely), wouldn't have much impact. Theese items are not equival in power and advantage they give, thus they need to have different limit restrictions.

2. Make limited items dissapear on logout. This option isn't bad, but needs a good mechanism to respawn items on mobs. Keep in mind that goodies can get items without killing a mob and mob will not load anything untill reboot, which happens rarely. Respawn items on zone repop would be ideal. But again, do we have a coder to do it?

3. Put a limit on limited items per char. I.e. one character can have 2-3 limited items, based on its level. Can make it up to 4 if you care of chromatic set lovers, or even make a feat that gives you +1 limit of limited items. Personally, I think this would be the best option to cut down peoples desire to have 200 limited items on them and will force them to thoughtfully use a limited resource. Also, I think this option requires much less of imms work/coding than other options.
« Last Edit: February 11, 2025, 03:25:18 am by xafelar » Logged
arre
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« Reply #14 on: February 11, 2025, 10:58:12 am »

> disbalance the game

There are 0-3 players usually online, what does "balance" and "disbalance" mean?

> give even more advantage to people who cheat and transfer eq.

What kind of advantage?

People who devote two or more hours daily and who are willing to cheat and risk deny already know items location. They are more involved in the game.

The idea is to help not that much attuned players to explore and to know the game/museum.
« Last Edit: February 11, 2025, 12:48:04 pm by arre » Logged

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Earwin
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« Reply #15 on: February 11, 2025, 03:28:13 pm »

> Make limited items dissapear on logout.
Whoo boy, you don't know what you're talking about.
One particular item I have, I spent on the order of four hours non-stop gameplay getting.
If I wasn't otherwise well equipped, that would increase to >12 hours, if at all possible.
This would turn the game into naked mud wrestling (except you're going to wrestle alone, because remember? 0-3 players online)

> Review of equipment limitations.
Solace does not have a team of imms with a lot of free time on their hands.
I think we have exactly one who had a weekend to set this up running, and that's about it.
Any solution that involves extended amount of effort is doomed before you even start formulating it.
« Last Edit: February 11, 2025, 03:30:08 pm by Earwin » Logged
xafelar
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« Reply #16 on: February 11, 2025, 06:54:40 pm »

> Make limited items dissapear on logout.
Whoo boy, you don't know what you're talking about.
One particular item I have, I spent on the order of four hours non-stop gameplay getting.
If I wasn't otherwise well equipped, that would increase to >12 hours, if at all possible.
This would turn the game into naked mud wrestling (except you're going to wrestle alone, because remember? 0-3 players online)

It is not the best/most optimal option, I agree. Feel free to offer your solutions. Also, there are much more items that take 3 or 30 minutes to get than ones that require few hours. Thus no one ever would be naked, especially with 0-3 players online.
Now there is another question. Would you spend 4 hrs to get that item, if you had all other limited eq avaliable to you?

> Review of equipment limitations.
Solace does not have a team of imms with a lot of free time on their hands.
I think we have exactly one who had a weekend to set this up running, and that's about it.
Any solution that involves extended amount of effort is doomed before you even start formulating it.

Yeah, I know. Thats why I prefer 3rd option the most, because it requires much less coding than anything else. As far as I can see from changes, Sirri actually does(or did) some coding from time to time. May be he finds some time to solve this problem aswell, who knows. We can only hope Smiley
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Sirri
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« Reply #17 on: Yesterday at 09:32:10 am »

Endgame gearing rework (solving both “what to do” & limits) is next in the roadmap ~50% done.
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khiren
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« Reply #18 on: Yesterday at 09:47:56 pm »

Endgame gearing rework (solving both “what to do” & limits) is next in the roadmap ~50% done.

Rock on!
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