On Mon, 22 Mar 2021, Mark Wedel wrote:
There are a couple ways to deal with this:
- A thought I had a while back is once a space gets too many items on it,
items fall over to neighboring spaces - this would reduce the upper
threshhold over that operation (never too many items to examine on a space),
but this could basically result in an entire shop being filled to a level of
25 items deep.
I love this idea. If someone tries to stick items too high they simply
fall over and spill on the floor. I'd say that would be a nice addition
to the game.
- For items going to the floor, marking the space as needing 'merging' later
on could be done (one could even imagine something like a shop keeper
standing on the space as this merging is done, preventing players from
interacting with it)
I was thinking the first part too. A kind of 'eventual consistency'. The
shop keeper would be a nice touch.
- Maybe limit the number of items picked up at once, even with pickup all, to
something like 25 or other number where performance is still reasonable.
This makes it harder to clean up everything in the dungeon, but is somewhat
more realistic (you can only pick up stuff so quickly).
I love this. Maximum pickup could be based on the character's speed.
Sometimes if I don't feel too threatened I'll have 'pickup all' on in a
dungeon while still fighting. This way I hoover up stuff as I go. But I
do have to be careful not to pass over a very large pile or I'll get stuck
for a bit. Limiting pickup all would be a feature and would help
performance. Pickup all then becomes "pickup as many as you can" although
I don't expect a name change. Perhaps a config option could be put in
place to allow the server admin to decide on the behaviour.
Cheers,
Rob
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