items in game
items in game
I was wondering if there was a way to make an ooc note when you try to buy gear that you sold on another character. I know that I personally have trouble remembering everything I've ever sold. there is so much stuff in game, on merchants right now that it is even worse. I always worry when I'm buying something on a new character that I might have owned the item before, I don't want an innocent mistake getting me or someone else in trouble.
Re: items in game
Though I rarely do it, I like to keep track of stuff like this in a notepad file, that way I can bring it up just to be safe.
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Spelling is not necessarily correct
Spelling is not necessarily correct
Re: items in game
To me, if you don't sell the items to a shop then immediately switch over to an alt to go and buy them, it shouldn't be an issue.
Say you get a bastard sword as reward, but you're a wizard so you sell it to Zygarth. Then some time later you're playing a fighter who has the feat for it but not the blade. So you go into the shop and buy one.
If it happens to be the same sword, as long as it wasn't a day ago that you sold it, I would see that as okay.
Say you get a bastard sword as reward, but you're a wizard so you sell it to Zygarth. Then some time later you're playing a fighter who has the feat for it but not the blade. So you go into the shop and buy one.
If it happens to be the same sword, as long as it wasn't a day ago that you sold it, I would see that as okay.
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Re: items in game
I do not see purchasing items (knowingly) that I sold to a vendor as OK. I see it as multiplay and a violation of the rules. This is, after all, my opinion. It could not hurt to show the owner tag to someone wanting to purchase an item from a vendor - with the large number of items for sale at any given moment (300+ on some merchants), this is becoming an issue. These are merely my opinions.
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Re: items in game
I'm with Aldren. If you sell it today and buy it tomorrow, it's multiplay. If you sell it today and buy it next month, it's still multiplay.
That said, a flag or prompt when you go to buy something couldn't hurt. It's pretty easy to lose track of and, to throw a random scenario out there, let's say you wanted to buy a greatsword, but you had sold one a few days prior. You type "buy greatsword" but it targets the one you sold. Having a prompt or even a block altogether from buying it if you're on the same account could help prevent stuff like this.
That said, a flag or prompt when you go to buy something couldn't hurt. It's pretty easy to lose track of and, to throw a random scenario out there, let's say you wanted to buy a greatsword, but you had sold one a few days prior. You type "buy greatsword" but it targets the one you sold. Having a prompt or even a block altogether from buying it if you're on the same account could help prevent stuff like this.
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Re: items in game
Tandria wrote:I'm with Aldren. If you sell it today and buy it tomorrow, it's multiplay. If you sell it today and buy it next month, it's still multiplay.
I have to kindly disagreed. Selling something today and knowingly buying it next month is multiplay. Honestly, I have never even considered this as a concern/option until reading this board. I'm here to have fun and play. This is not homework or work that I should have to track and stress or worry over. Furthermore, cheating does not make it fun. I think as long as you are being honest and do not knowingly/intentionally buy an item one of your alts may have sold, there is no issue. This should be handled on a case-by-case basis if/when an issue with a player cheating arises.
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Re: items in game
It seems like we're being hung up by the definition of multiplay instead of seeing the true picture: is this actually a problem of multiplay or what the rules of multiplay are trying to accomplish? And the answer is a resounding NO.
If you look at the RMI loot table for weapons there are only two variables at play: weapon type and weapon description. That's it. The magical effects are the same if you get an RMI weapon because that's all that's available right now. And even then, the distribution of weapons seems to be most common among a select few weapon types. I've received several RMI weapons but I couldn't tell you which ones they were even a week later. If I'm not using it, it's purged from my memory bank because of how vastly different/unique the weapon descriptions are.
RMI armour is slightly different, but similar themes apply. The actual benefits of the armour don't vary enough between the items while the descriptions vary wildly. Again, it can easily be difficult to remember what you sold and what someone else sold.
If it's a clear-cut case of multiplay (sell, switch characters, buy), then it should be treated as multiplay. But considering the circumstances, it shouldn't necessarily be expected for players to remember precisely what is theirs, especially with the volume of RMI weapons that go through the vendors. Trying to police this would be an extremely poor use of the staff's limited time.
If you look at the RMI loot table for weapons there are only two variables at play: weapon type and weapon description. That's it. The magical effects are the same if you get an RMI weapon because that's all that's available right now. And even then, the distribution of weapons seems to be most common among a select few weapon types. I've received several RMI weapons but I couldn't tell you which ones they were even a week later. If I'm not using it, it's purged from my memory bank because of how vastly different/unique the weapon descriptions are.
RMI armour is slightly different, but similar themes apply. The actual benefits of the armour don't vary enough between the items while the descriptions vary wildly. Again, it can easily be difficult to remember what you sold and what someone else sold.
If it's a clear-cut case of multiplay (sell, switch characters, buy), then it should be treated as multiplay. But considering the circumstances, it shouldn't necessarily be expected for players to remember precisely what is theirs, especially with the volume of RMI weapons that go through the vendors. Trying to police this would be an extremely poor use of the staff's limited time.
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Re: items in game
As a person who has been hit by this, even if you do it innocently, and don't recognize that you buy your own item months down the road, you can still get into trouble over it. It's happened. So keeping a record now, until something is done about items to let you know which is which, is your best bet. Better to be prepared, and watchful.
I like Tandria's idea. To have a block, or something that flags it. Maybe the items to be a different color on the number sold to tell you which you have had, and sold before.
I like Tandria's idea. To have a block, or something that flags it. Maybe the items to be a different color on the number sold to tell you which you have had, and sold before.
Re: items in game
I like it too, what about something like the alias list? We take the name of the item and put it into a list we can call up in the game before we buy? That way we don't really need extra coding, literally we just type out a command to see it, or a qbit list that keeps track of our rewards like a log, I know a log exists that tracks each completed quest, but I wonder if the toy bazaar keeps a log of the random rename reward, if so then that could be put into a list on our account that we can call up to see what we received. No mistakes and a great way to keep track of rare items.Tyeslan wrote: I like Tandria's idea. To have a block, or something that flags it. Maybe the items to be a different color on the number sold to tell you which you have had, and sold before.
Justice is not neccesarily honourable, it is a tolerable business, in essence you tolerate honour until it impedes justice, then you do what is right.
Spelling is not necessarily correct
Spelling is not necessarily correct
Re: items in game
I feel pretty strongly about this one for a couple of reasons; Cahir has bought and sold back nearly everything everywhere. If it's magic, he's tasted it. This makes me very wary of buying anything for my alts on the off chance that I bought it, thought about liking it, and turned it back in when I decided no--because no matter how long you own it, it's considered multiplay I guess. I wish there was an easier solution--like it not showing in list if you bought it on a char.
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Re: items in game
Maybe, I'm an optimist, but I think it works just fine as is. I think there is enough earnest integrity in the player base that those few malicious outliers will be found and dealt with. It seems like more work than it's worth to tinker with, spawning more anxiety and paranoia.
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Re: items in game
I think there are always going to be people that (at least try to) cheat. The worst effect of that would be, in my opinion, penalizing everyone for the actions of a few. If someone cheats with items they're probably gonna cheat with something else anyway, and if they get caught they should be warned/punished. But I think any truly decent roleplayer wouldn't do the item thing even if it WASN'T cheating, because it's so...well, what is the word...newb, newbieish, munchkinly, pathetic...
Just my 6.9 cents.
Just my 6.9 cents.
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Re: items in game
Implemented a little help on this one...