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Re: Rez Sick
Posted: Tue Mar 17, 2015 5:02 pm
by Jakkal
I swear I don't remember ever running into this issue and we were raiding all the way up until the sunset announcement, so I know people died.
And there's a bug report on the old forums about someone pointing out that TS's were no longer spawning on Jan 28th, 2014.
https://forums.station.sony.com/vg/inde ... 342/page-2
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:04 pm
by John Adams
Hmm, maybe I didn't die then while playing/collecting my Flarney toon in 2013 (when we first started this project). I do remember them from yesteryear, just didn't remember them recently (and I tend to get my MMOs confused, if you hadn't noticed)
Regardless, LUA allows us to do amazing things (any scripting, really). While it would require much more investigation, I'm fairly confident that functionality could be implemented if it is clearly defined by those who experienced it (because we (VGO) did not). I'm sure Xinux is concerned about packets, but if all it's doing is moving items around and handling XP, we probably don't even need a packet (or trigger packet).
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:08 pm
by Jakkal
We definitely need tombstones! Or at least, something similar.
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:10 pm
by John Adams
[quote="John Adams"]I'm fairly confident that functionality could be implemented if it is clearly defined by those who experienced it (because we (VGO) did not). [/quote]
Err, a little more clearly than "gimmeh", please
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:21 pm
by Moldew
if HP<0 then
generateTS(char);
rifttoclosestaltar();
else
keepfighting();
end
There, problem solved...
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:21 pm
by Jakkal
Trust me when I say, we died a lot.
http://unleashedgaming.net/userimages/U ... kShow2.jpg
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:24 pm
by Moldew
Sweet pic!
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:36 pm
by OncaLupe
Best I can tell from the official forums, Tombstones were removed right after the sunset announcement. There wasn't an official patch note made for it.
As for how they work, in essence they held any non-soulbound items that the player was wearing or had in their main bags. Items marked as soulbound or quest, as well as any in the saddlebags, were kept on the player. A portion of the player's XP was also stored in the TS. If the player recovered the TS, most of the XP was returned. If the player recalled the TS at an altar, or it decayed after 2 hours, the XP was lost. If the TS decayed the items ended up in escrow which could be reached from any altar. Some players used the escrow as an extra bank, as it had no limit and you could return any single item from there.
Re: Rez Sick
Posted: Tue Mar 17, 2015 5:47 pm
by Jakkal
TS's also formed only after a player released to the altar. If they lay there dead, which they can do for 10 minutes, no TS would form.
Re: Rez Sick
Posted: Tue Mar 17, 2015 6:47 pm
by Faux
I didn't think tombstones were removed. I could be mistaken, but I'm pretty sure they broke tombstones and either didn't know how to fix them or just didn't have the manpower to do it. I guess thats not terribly important at this point though.
I have faith that Xinux can dig out the tombstone model from the client!