Author Topic: Returning unequipped items to Inventory  (Read 1152 times)

Offline Old "Snowy" Leopard

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Returning unequipped items to Inventory
« on: April 27, 2013, 01:43:57 pm »
I don't know whether this has been discussed before:
I set out with my equipment neatly filed into bottom slots but, after I finish a session, everything ends at random in the top slot.
It would make life a lot easier if they were returned to their original position: e.g. one could see at a glance whether any extractors were 'missing', and there wouldn't be the hideous jumble of 'swapped' armour.


(I imagine this would have implications for lootability in PvP)
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Offline dale "dalewj" ofj

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Re: Returning unequipped items to Inventory
« Reply #1 on: April 27, 2013, 02:11:22 pm »
ah yes mining would be so much easier if they had memory
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Offline Sifalio "Sifis" Kritikakis

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Re: Returning unequipped items to Inventory
« Reply #2 on: April 27, 2013, 05:52:34 pm »
I could not agree more!



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Offline Jarod "Brickwit" McBrickerton

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Re: Returning unequipped items to Inventory
« Reply #3 on: April 28, 2013, 05:25:16 pm »
It would make life a lot easier if they were returned to their original position: e.g. one could see at a glance whether any extractors were 'missing', and there wouldn't be the hideous jumble of 'swapped' armour.

(I imagine this would have implications for lootability in PvP)
If you recall, it used to work like this a long time ago in AWA, then with one of the game updates everything started going to the top section after being un-equipped. If I'm remembering correctly it was "fixed" but went back to this after another game update and was never "fixed" again.

Your point about lootable PvP is probably the reason why it's like this now. It's bugged me ever since it happened in AWA and I know I've reported it as a bug in AWA and probably in AWS too but with no results. They may have made this change as a conscious decision so that items used in a fight in the lower PvP levels could be looted by another player along with resources. If that's the case, it would be nice to at least be able to organize things in the top section so that their locations are remembered (though I'd much rather have things go back to the bottoms slots instead). When we loot resources they go into the first open spot in the top section so it would be great if the first row or two could be skipped (as a Setup Option) so that we would always know where to look when doing item repairs and such.
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Offline The "Fifth" Entity

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Re: Returning unequipped items to Inventory
« Reply #4 on: April 29, 2013, 10:46:04 am »



No, i don't think it's because of PvP. If your gun goes into top section and you're looted by another player in PvP5 he won't get the gun anyway, it's not stackable item. In PvP7 there's no difference where your items are, top or bottom sections.
I bet it's just something to be fixed (again) in the future, but apparently doesn't have very high priority in their ToDo list.
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Offline Old "Snowy" Leopard

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Re: Returning unequipped items to Inventory
« Reply #5 on: April 29, 2013, 12:43:08 pm »
I've only been playing for 3 years, so I've never seen this any other way.  (I know it bugged me from day 1.  LOL)
Hence - I posted here in Suggestions, and not as a bug report.


(If extractors were stored in lower sections, then their container contents would not be lootable from top section: or am I reading it wrong?).
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Offline Jarod "Brickwit" McBrickerton

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Re: Returning unequipped items to Inventory
« Reply #6 on: April 29, 2013, 07:17:48 pm »
No, i don't think it's because of PvP. If your gun goes into top section and you're looted by another player in PvP5 he won't get the gun anyway, it's not stackable item. In PvP7 there's no difference where your items are, top or bottom sections.
I bet it's just something to be fixed (again) in the future, but apparently doesn't have very high priority in their ToDo list.
  • All PVP-related functionality is now implemented with 9 levels of PVP:
    • Level 0: No PVP (cities)
    • Level 1: Low-chance-hit PVP, no loot
    • Level 2: Mid-chance-hit PVP, no loot
    • Level 3: Full-fight PVP, no loot (Alpha-style PVP)
    • Level 4: Full PVP, Loot: Valuables only (wallets not affected)*
    • Level 5: Full PVP, Loot: Valuables, resources in top-section of inventory*
    • Level 6: Full PVP, Loot: Valuables, items from top-section of inventory, all resources*
    • Level 7: Full PVP, Loot: Full robbery (all items and resources)
    • Level 8: Full PVP, Loot: Full robbery, including wallets
    * see below/read "PS" part of this post for explanation
  • The newcomers' quest / tutorial part of the game is not affected and is non-PVP area (Level 0).
  • The whole Swamp area now is PVP Level 4.
  • The S/W area of current map (after the river) is now high-level PVP. L5 is at shore at river, L6 is at shore on another side and L7 the rest, including Mugen Village (the Mugen itself is L3).
P.S.
What exactly is "Resources", "Valuables" and "Items":
  • "Resources"
    Everything that counts as "gr/kg" in game + all non-crafted but "stackable" items, including but not limited to: loot from mobs, raw ore/minerals, refined ore/minerals, etc
  • "Valuables"
    AWD/AWC, SAU, P.Notes, P.M-Notes, Scout Cheques, R.I.C., Pet Passport, Obligatory Bills (wallets not affected)
    + any new items that will be implemented in game and which fits into "Capital Issues" market category
  • "Items"
    Everything else not included in previous categories. Includes any items you have, from ammo/guns/drills/batteries (incl containers) to the clothes and armor you wear/on you, ending up with the "memory" chip installed on your PDA
So PvP Level 6 (PL6) will allow players to loot everything in the top section unless it is in a wallet. PL7 expands to everything carried except for what's in your wallets and PL8 includes wallets too. PL6 and up might be common and around strategic resources/locations so if it's a bug I hope they put it higher on the To Do List than it seems to be right now!


I've only been playing for 3 years, so I've never seen this any other way.  (I know it bugged me from day 1.  LOL)
Hence - I posted here in Suggestions, and not as a bug report.


(If extractors were stored in lower sections, then their container contents would not be lootable from top section: or am I reading it wrong?).
Sorry, I thought you were playing longer than that.


I worry that you're right about resources inside of containers, even if the container is attached to an extractor.
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