Many have noticed that starting and \"quiting\" now takes signifiant
more time that it used to. No more logging in, using that nifty chesting
command and reloing/geting summoned to your friend and start bash some bunnys.
This \"get your arse here\" time got slapped with extra 15mins or so,
for both ends. Like my fiance pointed out (Nyt saatana loppu sen mustan ruudun
kattominen! Sulla kestää puoltuntii ku sanot että lopetat!)
getting involved in to the game now needs its players to _schedule_ their
gaming. If you happen to have your guild(s), pcity and areas you want to do in
same continent, well gimme too your wizard friends phone number.
Keep in mind in that small horned head of yours that i damn much like our
new world and truly appreciate the coders. It opens tons of things that can be
made in crunch side/codevise (more complex stuff!) and in story/RPG/fluff side
to expand and make this game more a adventuring game in a fantasy world. Now
the map looks like a real map too.
If players could go lq/quit without loosing anything they have on them and
their spot where they are, there would be no time wasted for geting your
character back ingame, so to speak. The number of items you would save would
be tied to your character age or characters naked Str or a minor quest to
enchant your backpack and you could be tossed in to latest outerwold spot
instead of able to continue inside the area after geting back online.
Start the suffeli rain you say? Hold on a sec, you would still need the
same ammount of chest slots. At least i would not leave my hard earned equs
lying outside of a some equmonsie. Closed thiefs or not closed thiefs, there
is enough greedy bastards to seize your equs or simply donate them to damogran
for cheer (ass)holiness.
And camping at areas? Well you would save the \"Go\" time to get
there.
Database load? Those SS items produce more lag than having remote accessible
chest (backpack i.o. inventory).
Also this kind of true \"start where you left\" system would make
those rooms where getting out without a propriet (syntax) trick or death would
be more like they were ment to be. At least if you continiue from the same room
in area you left.
Naturally the area itself would repop/change/do what ever it would do
without me. I\'m not aiming to stop the time, only that my character would not
automagicly toss all items from her/his/its pockets when time hits 12:15 and
walk overseas to this mysterious church from where i (again) guide him back to
explore this new wonderfull world.
It is just more fun to play a game where i can get back where i left than
use +15mins & cash to get back where i left last time. There is no
\"save\" for adventuring at the moment, only for HC grinding.
A

hits you.