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New Key Ideas

PostPosted: Fri Jul 31, 2009 2:49 pm
by GhostRiderGrey
I have been thinking of reducing shard item count as of late, to speed up save times and reduce lag. Using the keys is an excellent way to achieve this.

I would like to hear player thoughts on new key ideas. What I mean by that is: are there things on the shard that you think we should have keys to hold?

For example:
A First Aid Bag (key) that holds bandages?
A pet house (key) for pets? [Finished Project, Pet Kennel Added]
A key that stores armor and other clothing? [Finished Project, Armory Added]

Anything that you think would be good to have stored in a key, I would like to hear about it.


I look forward to your thoughts and suggestions!

See you on the shard,
:mrgreen: GhostRiderGrey

Re: New Key Ideas

PostPosted: Fri Jul 31, 2009 6:53 pm
by Yoruichi
Keys for pets, armor, and clothing are brilliant ideas! With those and a weapons key I'd be pretty well covered, (I am kind of a pack-rat!)

Also, I'm a rings, earrings and bracelets junkie,... I think I need help. :D

Re: New Key Ideas

PostPosted: Fri Jul 31, 2009 9:43 pm
by Aust
Maybe combine the crafter rings into one ring? Just a thought

Re: New Key Ideas

PostPosted: Sat Aug 01, 2009 7:57 am
by Aust
Maybe a bank key that we can only use in our banks?
BOD keys. (they will hold the books taming,blacksmith,tailor)
Powerscroll keys. (like the bod keys above they will hold the PS books.)

Re: New Key Ideas

PostPosted: Sat Aug 01, 2009 8:38 pm
by zeigfried
Hi - all sound like good ideas. Just a consideration -

If the primary motivation is to reduce the item count, key ideas should focus on
handling simple items that do not have multiple stats. For example, pets, weapons,
armor, and jewelry all have multiple traits (insured, blessed, exceptional, lrc, lower
cost, resists, luck, etc. etc. for a piece of armor, for example).

For tamers/crafters filling out BODs, being able to store massive amounts of items
would be very helpful and there wouldn't be much concern about keeping track of
the stats. About all that matters there is the material and whether or the piece
is of exceptional quality. Warriors would be very concerned about being able
to find and retrieve a particular pet or item though and could get miffed if the item
comes back out of the key with generic stats.

So it would seem to necessitate two types of keys. One where massive #s of items could be
stored and the UI didn't have to keep track of the stats, either by only allowing the items
to be taken out via insertion into a BOD, or else they come out with generic stats determined by an
algorithm TBD. And another where each item's stats were maintained, and all of or at least
the first several stats are displayed. This second type of key would probably need more
navigational/sorting aids in the UI and may have to have a limited capacity.

And of course I have an idea for a key that would not be good for BODs or item count, but I think would still be cool. An armor *suit* key. The UI would have a page for each custom leather and metal, as well as the special suits like Crusader's and WP armor. Within each page would be a slot for each piece of the armor (tunic, helm, gloves, etc.) and only 1 of each type could be stored in the slots. A button on each page to dump the suit to the players backpack as well as a fill from pack button that took the first of each type of item in the players pack and assigned it to the correct suit page would complete the keys functionality. Buttons for dressing and undressing would be nice but not critical as players with razor can get the armor on very quickly if they use Razors dress/undress feature. This would help players take several different types of suits with them on long journeys or battles without necessitating a messy pack or living dangerously carrying the different suits in different bags. And, in my case, it would save me from stuffing my different pieces of armor in various places in my house, forgetting I had them, and going out and getting more, forgetting where I put them, and repeating ad infinitum.

Whatever staff works on next though, thanks so much for the amazing things already implemented and for all the hard work.

Re: New Key Ideas

PostPosted: Mon Aug 03, 2009 2:08 am
by Theodore of Shel
Love the key idea...and I imagine if I could afford them or craft them I would know what they currently hold. If these don't already exsist, I would like keys or boxes for regents, gems, stone, ore, wood, leather even ones to hold stealables and grave items. Just a thought. And maybe 'tackle boxes' for fishing items. Also 'books' to hold treasure maps or SOS. Experienced the SOS on another shard. Wonderful idea. Powder of translocation would take you directly to SOS location.

Re: New Key Ideas

PostPosted: Mon Aug 03, 2009 8:34 am
by GhostRiderGrey
Hehe Theodore, many of the keys you mention already exist and can be crafted now. See the thread in New Player Guides called Keys, written by Barton. It shows pictures of the currently available keys on the shard. Keys are great because, not only do they help with organization, but when an item is put into a key, it is done so in a way that removes it from the shard item count.

:mrgreen: GhostRiderGrey


*EDIT* Some of Barton's pics are out of date as of 08/03/09

Re: New Key Ideas

PostPosted: Mon Aug 03, 2009 11:27 am
by spacerx
need a key that will hold Sand and will the pet keys hold fish tank fish ? and maybe a key for food, fruit and meat. oh and a key to hold full spell books .

Re: New Key Ideas

PostPosted: Mon Aug 03, 2009 1:06 pm
by Theodore of Shel
Yes, sand on the regent and or stone key would be wonderful

Re: New Key Ideas

PostPosted: Wed Aug 05, 2009 8:52 am
by DeVir Santi
Sand is currently on the Reagent Key