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Register

Postby Rithiel » Thu Sep 12, 2013 8:20 am

The register has gotten a lot more use lately than it was ever intended to get. The 'janitor' is in place both to keep the world uncluttered from abandoned items and to act like the world would - there aren't only PCs populating the wilderness, but the idea is that it is traveled by NPCs who would be picking up abandoned items, as wells as forces of nature that would destroy and/or transport them. There are ways to keep items safe from the janitor, but register is not meant to be a workaround.

Because of this, we are going to implement some changes to register. First off, there will be a fee to register an item. This fee will be somewhat large, because registering is intended for special items that you do not want to accidentally lose. As such, you should be willing to pay a large fee to keep the item safe. It is not intended for mundane items that it would just be cheaper for you to replace. Second, instead of being permanently exempt from the janitor, items that have been registered and lost through this mechanism will have to be retrieved by a specialist. There will be a fee for their services depending on the item in question.

These changes will not go live until 9-16-13 at the earliest so that people will have time to retrieve items from the wilderness that they may have left there. When they do go live, items will need to be re-registered, since there are many things out there that we don't really want registered (lanters come to mind in particular) without players weighing the cost.

Items that players have gotten together to leave in the wilderness, like the food chests, will be made ungettable and permanent.
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Re: Register

Postby Aerotine » Thu Sep 12, 2013 5:38 pm

Does this pertain to items that may have been hidden or buried in the wilderness?

It would be a shame because that is a rather cool mechanic.

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Re: Register

Postby Kent » Sat Sep 14, 2013 7:37 am

Okay, here is an unusual situation...house keys.

If the house key is on a keyring and gets accidently dropped, will the codebase want the keyring and not the key to registered to save it?

The reason I ask, the code may check the 'container' of the item to see if the janitor will pick it up, and the keyring is basically the container of the key.


Perhaps in the matter of real estate, where a high price is already being paid, an exception could be made by the GM's and the key, the keyring, and the deed itself come pre-registered.
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Re: Register

Postby Jaster » Sat Sep 14, 2013 11:45 am

It's possible to make a copy of a key. Copy it and put one in the bank. Also, if you do lose your keys and are locked out, there are always the NPC locksmith.. have them replace your lock entirely. Not that they wouldn't charge you exorbitantly.

That option would require roleplay.

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Re: Register

Postby Rithiel » Mon Sep 16, 2013 10:13 pm

This is happening in parts. Assuming everything goes well while testing tonight, starting tomorrow whenever I get up and do it, the janitor will eat even registered items. The crossroad trunks have been made permanent. Nothing else will change yet.

When the other changes go live, you will have all your current items unregistered. This will have to happen when everybody is logged off, and upon returning, you will be told if items in your inventory were unregistered. There will be announcements, both in game and here, when parts go live, so you don't have to wonder. These will not be stealth changes.
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Re: Register

Postby Rithiel » Tue Sep 17, 2013 8:14 am

Rithiel wrote:This is happening in parts. Assuming everything goes well while testing tonight, starting tomorrow whenever I get up and do it, the janitor will eat even registered items. The crossroad trunks have been made permanent. Nothing else will change yet.


This is live.
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Re: Register

Postby Rithiel » Sun Nov 03, 2013 9:06 am

The rest of these changes are going to go live this afternoon. Expect to be kicked for a short time if you're playing.

In case you don't want to scroll up - all items will be unregistered (including those on your character) and will have to be re-registered, with a fee. The fee is going to start at 500 riln and potentially be adjusted.

Once I look at prices of items (and likely overhaul it), the cost of registration may be linked to the price of the item (with a minimum), but this isn't set in stone.
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Re: Register

Postby Gruff » Mon Nov 04, 2013 11:39 am

How would that work with crafted stuff?

How could we know the value of registering items that we may commission someone to make for us?

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