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BatMUD Forums > Ideas-wanted > Re: issues with drop, sell and toss

 
 
#1
27 Dec 2023 17:15
 
 
(what Malcom said about drop noeq, etc., because I don't know how to
quote/reply in news)

That's not sufficient. We're talking about a situation where
a command is potentially game-breaking because of a recurring
bug (for years now). As the keep bug can't seem to be
fixed, the overall commands need to be made safer so they
can't allow people to lose eq sets due to one errand command.

I could also say that it's unreasonable for people to have
to unlearn using the "all" option and relearn "noeq", but
I'm going to stick to my original assertion that there is
no good reason to be able to drop/sell/toss equipped
items. If you want to drop/sell/toss, remove them first.
In return, 85-90% of the keep bug becomes harmless.
I really don't want to lose players, old and new, because
of this damn thing... or more than we already did.

Also, in retrospect, I realize some npc's might need
to have their scripts changed slightly. As far as I
am concerned, it would be worth it to avoid trouble.

 
Rating:
2
Votes:
3
 
 
Nyriori
N e w b i e  H e l p e r
2y, 54d, 22h, 7m, 57s old
Level:
98
 
 
#2
12 Feb 2024 19:16
 
 
Nyriori wrote:
(what Malcom said about drop noeq, etc., because I don't know how to
quote/reply in news)

That's not sufficient. We're talking about a situation where
a command is potentially game-breaking because of a recurring
bug (for years now). As the keep bug can't seem to be
fixed, the overall commands need to be made safer so they
can't allow people to lose eq sets due to one errand command.

I could also say that it's unreasonable for people to have
to unlearn using the "all" option and relearn "noeq", but
I'm going to stick to my original assertion that there is
no good reason to be able to drop/sell/toss equipped
items. If you want to drop/sell/toss, remove them first.
In return, 85-90% of the keep bug becomes harmless.
I really don't want to lose players, old and new, because
of this damn thing... or more than we already did.

Also, in retrospect, I realize some npc's might need
to have their scripts changed slightly. As far as I
am concerned, it would be worth it to avoid trouble.
The keep bug that you mention has been elusive because reproducing it has
turned out to be difficult. It causes unwanted behaviour that items on the
keeplist can be sold and dropped, when it shouldn't be possible. However,
what we do know is that we are dealing with a driver bug.

What it means is that there's no code in 'keep' command that we have failed
to understand for years, but instead there's a driver bug that happens in
some occasions which causes many things to behave strangely. Trying to put
it simply without technical jargon, it basically means that driver fails to
understand the code as it was written. To put this into more simple terms,
you can imagine that sometimes the mud driver thinks that six minus three
equals two.

When you're asking us to implement safeguards for drop, sell and toss, you're
asking us to create an exception list for worn items, so that they cannot
be dropped, sold or tossed. We have something similar already and it's
called 'keep' but the driver fails to understand it. When the driver does
funky things, it is difficult to fix it from the mudside.

Without going into details, the "keep bug" (or the driver bug) is being
investigated and if a solution is found and implemented, I'm sure the
people in charge will let you know about it eventually.

--Darol


 
Rating:
7
Votes:
7
 
 
Darol
A r c h w i z a r d
8y, 358d, 21h, 17m, 57s old
Level:
600 [Wizard]