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rotting
Posted: Wed Apr 04, 2007 2:32 am
by Wyrda
In the past few days i have lost an average diamond ring that was on the ground for about 5 seconds.
I lost 2 average rings that where there for that time.
I have lost a bag of about 30 rings and 50 of each gem that was on the ground for 5 seconds.
Why is the rotting so fast? This is ridiculous and i cant even show items or trade.
Can i get these items back by any chance?
Re: rotting
Posted: Wed Apr 04, 2007 2:55 am
by Vilarion
Wyrda wrote:
Why is the rotting so fast? This is ridiculous and i cant even show items or trade.
As explained in numerous topics: Items have a fixed value of possible rotting time. Each time an item is dropped, this value is decreased in fixed server intervals. You will have been unlucky and hit that point repeatedly when dropping these items. We cannot reset the counter, because we want to prevent throwing items along for a greater distance. Maybe there will be a solution once, but I would not count on it (Like resetting the counter after a longer time span, which is impossible right now).
Wyrda wrote:Can i get these items back by any chance?
Sadly the answer is as usual: No.
Vilarion
Re: rotting
Posted: Wed Apr 04, 2007 9:10 am
by Estralis Seborian
Vilarion wrote:We cannot reset the counter, because we want to prevent throwing items along for a greater distance.
Fighting the devil with the Beelzebub. For me, the rot glitch is the much more pressing and game-harming problem. Concerning the "throwing problem" - isn't it possible to include a weight check into the "throwing function"? In simple terms, if you attempt to throw an item or a stack of items with a total weight of x*STR, you cannot throw the items more than 1 tile away from the char but get an inform?
Re: rotting
Posted: Wed Apr 04, 2007 10:39 am
by Pia Dandelion
Greetings!
Estralis Seborian wrote:Vilarion wrote:We cannot reset the counter, because we want to prevent throwing items along for a greater distance.
Fighting the devil with the Beelzebub.
Well, you know: The enemy of my enemy is my friend.
Estralis Seborian wrote:For me, the rot glitch is the much more pressing and game-harming problem. Concerning the "throwing problem" - isn't it possible to include a weight check into the "throwing function"? In simple terms, if you attempt to throw an item or a stack of items with a total weight of x*STR, you cannot throw the items more than 1 tile away from the char but get an inform?
I have to agree with Estralis and I second his suggested solution. I would even go a little bit further and would suggest to make the distance depending on the weight of the object and the throwers strength.
I'm aware that the proposed solutions are not easily implemented. In the meantime I would realy like to see that the reset counter is reseted each time an item is picked up again. The impact of the rotting on trade is a little bit hard at the moment.
With kind regards
Posted: Wed Apr 04, 2007 11:49 am
by Michael Isman
Pia Dandelion earns 10 cool points!
Current level: 1 [10/100]
Posted: Wed Apr 04, 2007 11:51 am
by Pellandria
Easy solution-> Put something you don't need on the ground next to you, as soon as it rots you can put the value items on the ground, which are "save" for 4 minutes now.
Posted: Wed Apr 04, 2007 12:09 pm
by Michael Isman
I'm not sure I understood what you meant, Pella, but if I did, then your statement isn't totally correct..
Because, the 'rot values' are scripted on EACH item, not each tile on the ground..
For instance, each 3 minutes, every item that is on the ground loses 1 rot point. And each item has.. 5 rot points.
(Not real values, just giving an example)
Posted: Wed Apr 04, 2007 12:17 pm
by pharse
but it loses only one point with the end of each server cycle. so if you see sth. rotting you know that now a new cycle begins. At least I believe so. But then you might have to wait some cycle until your "useless" item has lost all its points.
Posted: Wed Apr 04, 2007 3:16 pm
by Gryphius
One more option worth considering would be a feature, allowing to exchange items amongst players without the necessity of dropping them on the ground. I thought about simply clicking on the desired item, dragging it over the char you're bartering with, and if he/she has got enough free space in the inventory, it will be placed there once you release the button. Would that be overly hard to script?
I also remember a discussion about a public chest, which remains unaffected by the rotting cycle, but is accessible by everyone. That would be a satisfying solution as well, although it would bind you to the towns, if you wish to conduct a trade with highest possible security.
The rotting cycle itself is not a problem, merely the element of time pressure while trading, that descends from it.
Posted: Wed Apr 04, 2007 3:19 pm
by Michael Isman
Gryphius wrote:One more option worth considering would be a feature, allowing to exchange items amongst players without the necessity of dropping them on the ground. I thought about simply clicking on the desired item, dragging it over the char you're bartering with, and if he/she has got enough free space in the inventory, it will be placed there once you release the button. Would that be overly hard to script?
I also remember a discussion about a public chest, which remains unaffected by the rotting cycle, but is accessible by everyone. That would be a satisfying solution as well, although it would bind you to the towns, if you wish to conduct a trade with highest possible security.
Another step towards runescapification?
Posted: Wed Apr 04, 2007 3:30 pm
by Gryphius
Michael Isman wrote:Another step towards runescapification?
Never played Runescape, so i can't comment on that. But what would be the drawback on such a feature? As i stated, the element of time pressure is that what makes trading items a critical thing. As i see it, trading would benefit greatly from being independent from the rotting cycle. And for that, there are plenty of different solutions available, mine were merely meant as a proposal.
But there's one solution that needs no scripting work at all: Always pick up the offered item
right away, and write the emote (#me gladly accepts the random item) afterwards. That greatly reduces the risk of getting the item's rotting value decreased. I myself made that mistake too many times.
Posted: Wed Apr 04, 2007 3:40 pm
by pharse
I would appreciate a system like this:
right click on a person --> choose option "trade" --> this person has to accept --> both can see the "hands" of each other and the items in them --> drag and drop.
Quick, easy and safe way.
Of course with such a system there is no way for thiefs any more...
Posted: Wed Apr 04, 2007 3:41 pm
by Achae Eanstray
Gryphius wrote:One more option worth considering would be a feature, allowing to exchange items amongst players without the necessity of dropping them on the ground.
Actually, it is pretty awkward to "hand" an item to another player, and have it rot before given, stolen by a thief (I guess right out of your hand unaware), the char not being able to see/view the item in your hand, or the char being busy and not know the item is there. This may be too hard to script, but would be nice.
Posted: Fri Apr 06, 2007 5:55 am
by Lrmy
Yeah, this rot system is bad.
It is worse to loose 100 silvers, a temple blackstone(yes I lost one because of this rot thing. Took me less than 5 minutes to get back to where I dropped it and still lost it), or loosing a valuable armor/weapon that has been on the ground to long because of showing it to others to trade.
It is not so much a problem of people abusing throwing things. I mean, so what if some one throws their ores to hold a few more? It saves them 10 minutes from a craft that takes them endless hours of doing to get to a level that you can sell something at.
In real life, you can throw sacks over a distance depending on your strength. In real real life, if you drop a sword on the ground and look at it 10 minutes later, it will still be there. Can we make the items disappear in 10 minutes please?
Posted: Fri Apr 06, 2007 9:24 am
by Tinuva Geogroda
Lrmy wrote:Yeah, this rot system is bad.
It is worse to loose 100 silvers, a temple blackstone(yes I lost one because of this rot thing. Took me less than 5 minutes to get back to where I dropped it and still lost it), or loosing a valuable armor/weapon that has been on the ground to long because of showing it to others to trade.
It is not so much a problem of people abusing throwing things. I mean, so what if some one throws their ores to hold a few more? It saves them 10 minutes from a craft that takes them endless hours of doing to get to a level that you can sell something at.
In real life, you can throw sacks over a distance depending on your strength. In real real life, if you drop a sword on the ground and look at it 10 minutes later, it will still be there. Can we make the items disappear in 10 minutes please?
I don't think we must let EVERY item dissapear in 10 minutes, it depends too on the quality I guess.
Posted: Fri Apr 06, 2007 10:59 am
by Nitram
You still did not got it, Lrmy.
The server performs the rotting every 4 minutes. Of cause we can increase that to 10 minutes.
But even then you can drop a item 10 seconds before a rotting cycle is performed.
And so it only rests 10 seconds on the ground.
Nitram
Posted: Fri Apr 06, 2007 11:10 am
by Llama
Can we instead disable the whole rotting system and only have places where stuff rots (example a 'dustbin')?
Would give a whole new meaning to "Do not litter"
and you could hide "treasure" (until the server crashes)
Posted: Fri Apr 06, 2007 11:19 am
by Nitram
No way.
What do you think how the growing of grain works?
Or the *refill* of Cherry Trees?
The old tree rots to the new tree.
Nothing else

Posted: Fri Apr 06, 2007 6:19 pm
by Juniper Onyx
Nitram wrote:No way.
What do you think how the growing of grain works?
Or the *refill* of Cherry Trees?
The old tree rots to the new tree.
Nothing else

1) On nitram's behalf, he has a point. The game has to have cycles to progress.
I agree with the idea of extending the cycles though. Farming needs to be longer and Items need to be able to stay on the ground longer.
10 minute cycles sound good.
2) Also, could we make the 'Brown Chests' "Rot-Proof"? There are so many of them in the game, and they are practically useless because things rot inside them too. If they could be 'exempt' from rotting like the Depots, they would make an excellent substitute for a "Trading Point between 2 or more players", "Town Depot", "Armory", "Grainary" or to hide "Treasures". They are currently accessible by anyone, and not saved individually like the Depots, which is great!
I've always thought that putting things on the ground to trade them was rather silly. Why not use the Brown Chests instead? It would make them more useful, rather than just useless furniture.
Posted: Fri Apr 06, 2007 6:36 pm
by Pellandria
Farming longer?
Sorry but the cycels can hit every time, there is no exact time you can save your items, if 10 seconds of the old intervall is still there and you drop your things and they rot then you had bad luck, extension of cycles doesn't bring anything.
But as we have the farming thing allready, can't the plants be stacked at the beginning, so you only have to pick up one seed and have all three instead of picking up 3 several times or can you make the pickup command more usefull so it stacks things automatic?
Posted: Fri Apr 06, 2007 7:03 pm
by Juniper Onyx
On second thought....10 minutes might be too long. It would take 30 minutes to harvest grain. Maybe good, maybe bad.
Maybe if we extend it to 6 minutes and see if everyone like it.
Posted: Fri Apr 06, 2007 7:04 pm
by Korm Kormsen
thread renamed to "farming"
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Farming needs to be longer and Items need to be able to stay on the ground longer.
that would depend.
letting farming cost some minutes more, or even half an hour more, would just be annoying.
the farmers only would stand more time idling beside their fields. - lost time.
if farming should be changed, than let it take one or two RL days.
clearly this would call for fenced in individual fields, with locks and keys.
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edit: this could open another income to settlements - rent out fields.
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to the problem of rotting for trade....
i know, everybody gets the hickups, when i mention UO.
but that system of a special little trade-window evades not only rot cicle accidents, it as well evades thefts by third party during the trade. and the necessity for both to klick the trade complete, evades fraude by just walking away without paying the received ware.
generally it would be fine, if the rotcycles, or the number of rot cycles, a thing has, could be individual. (if they are not allready)
i mean, that a sword lasts longer on the ground, than an apple.
Posted: Fri Apr 06, 2007 7:39 pm
by Pellandria
Maybe we could imply some little circel which shows us when another circel is full?