Just a thought. If your character is found to have spice on their person upon entering the gates of Allanak, maybe you should not be crim-flagged, but instead told to halt where you are and surrender your spice to the soldiers. Not sure if this would be best handled by actually typing "give spice soldier", or some other method, such as that prompt you get when going over the Shield Wall, but I figured it was worth mentioning.
Maybe you could try to get by once, they find the spice on you, tell you to surrender it, then if you get caught again (i.e. try and go past again, even if you manage to run/sneak past) you are crim-flagged. Simply to prevent stupid deaths from occurring because someone forgot there was spice in a bag inside a pocket of their backpack that they put there a month ago.
It's good the way it is, as well, figured it might be improved is all.
I wouldn't be against this.
I dig this idea...it will save many lifes.
I wouldn't be against some mechanism to decrease spice-gate deaths.
That said, turning on no-save arrest at all times, except when you really, really want to resist arrest, seems like a pretty good idea too.
Quote from: elvenchipmunk on June 20, 2009, 07:58:16 PMSimply to prevent stupid deaths from occurring because someone forgot there was spice in a bag inside a pocket of their backpack that they put there a month ago.
It's good the way it is, as well, figured it might be improved is all.
Heh, yeah, I dunno. Your scenario doesn't seem all that unrealistic to me. :P
Just remember to always nosave arrest when you get to the gates (if not keep it on all the time).
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Yes.
I don't remember how it is currently, but I think every PC who shows up from the Hall of Kings should automatically show up NOT resisting arrest as a default. The only time anyone should be resisting arrest, is if they're resisting on purpose. In fact I'd even go so far as to suggest that "nosave arrest" be toggled to "not resisting arrest" with every login, just like the mood default reset.
Quote from: Marauder Moe on June 20, 2009, 08:20:01 PM
Quote from: elvenchipmunk on June 20, 2009, 07:58:16 PMSimply to prevent stupid deaths from occurring because someone forgot there was spice in a bag inside a pocket of their backpack that they put there a month ago.
It's good the way it is, as well, figured it might be improved is all.
Heh, yeah, I dunno. Your scenario doesn't seem all that unrealistic to me. :P
Just remember to always nosave arrest when you get to the gates (if not keep it on all the time).
Circulatory. If someone can remember to turn nosave arrest on before entering the gates, I hope they are also smart enough to dump their illegals too.
Nosave arrest doesn't always protect you against the guards, unfortunately.
And spice isn't the only thing they'll jump you for, even though you figure all these other contraband substances would be documented somewhere if they're that illegal.
Those are the two things that annoy me more than the actual response to the spice code.
Why not start a list here?
Quote from: RogueGunslinger on June 20, 2009, 10:38:45 PM
Why not start a list here?
I mentioned these substances in the past and the post got edited out for being IC. So I've been assuming that there's some reason why the imms want it kept quiet.
There is a reason substances would be removed by edit, a good one. Find out why IC.
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.
P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
To the OP.
It already is like that, find out IC for more. No more insta ganks in some situations.
Think about it realistically. A cop pulls you over and you have a roach in your ash tray he might not even notice it, if you have a dimebag he might spill it out and send you on your way. Now if your carrying ten keys of hydro, your going to jail.
How does nosave_arrest fail?
Quote from: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.
P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
It's only cool if he killed everyone.
Quote from: Is Friday on June 21, 2009, 12:28:04 PM
Quote from: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.
P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
It's only cool if he killed everyone.
I think surviving an instantaneous 40-attack spamfest by 2 HG and 6 human soldiers (with only 1 weapon out, while mounted) is pretty damn cool, actually.
Quote from: Synthesis on June 21, 2009, 05:35:26 AM
Quote from: jcljules on June 20, 2009, 08:49:50 PM
I've always wondered--why would anyone ever resist arrest? Has anyone ever been able to escape the massive numbers of skillmaxxed NPC troops?
Heh, I had a pretty badass HG warrior who survived the gate guards on the -east- side of Allanak.
P.S. NPC soldiers are pretty damn far from maxed, or at least it seems that way, once you've played a real near-maxed warrior.
I had a maxxed human assassin survive the onslaught...I know I know, but I'd been playing for far too long and forgot I had it on me...I'm just glad I didn't die though, seeing as that death would have been totally IC, and not an awkard artifact of ye olde code.
My second character's second boss survived the first simultaneous attack of 167 Tulukis.
I believe it was attacks #168-334 that did him in.
What'd he do, spit on Muk?
Copper War.
Quote from: mansa on June 21, 2009, 12:01:20 PM
How does nosave_arrest fail?
Guard, subdue, and a few other commands make nosave_arrest get a little quirky, even if everybody involved has it flagged on. Granted, the last time I saw somebody die to it was like 2006 so maybe it's been fixed.
Quote from: brytta.leofa on June 21, 2009, 11:35:25 PM
My second character's second boss survived the first simultaneous attack of 167 Tulukis.
I believe it was attacks #168-334 that did him in.
Quote from: RogueGunslinger on June 22, 2009, 12:06:17 AM
What'd he do, spit on Muk?
Quote from: brytta.leofa on June 22, 2009, 12:25:33 AM
Copper War.
A minor derail.
The above exchange is the funniest one I have ever seen on these boards.
You can just imagine a group of old mercenaries sitting around, drinking, and this little exchange happen.
Sorry. Back on topic.
In general, having the contraband check be a little more intelligent would be cool. I wouldn't put it on my top 10 items, but making it semi random at least would be cool. I think I would still want people to get arrested for trying to bring spice in, but maybe like a 1 in 5 chance of being searched. I don't really have a creative solution though.
The contraband check was made quite a bit more intelligent in December this past year, but we didn't let anyone know. Merry Christmas from Nessalin.
A lean, mangy gortok is here, being held by a half-giant soldier of Tektolnes.
A half-giant soldier of Tektolnes releases a lean, mangy gortok, and she immediately moves away.
A half-giant soldier of Tektolnes exclaims, encouragingly, in southern-accented sirihish,
"Sniff them out, Doodles!"
A lean, mangy gortok sniffs the air.
A lean, mangy gortok inspects the rugged, claw-marked breed's belongings.
A lean, mangy gortok inspects your belongings.
A lean, mangy gortok tugs at your bone-studded backpack, whining excitedly.
A lean, mangy gortok begins following you.
A half-giant soldier of Tektolnes claps his hands in obvious delight.
A half-giant soldier of Tektolnes draws a spiked, jade-emblazoned war club and holds it in both hands.
Quote from: jmordetsky on June 22, 2009, 10:02:39 PM
In general, having the contraband check be a little more intelligent would be cool. I wouldn't put it on my top 10 items, but making it semi random at least would be cool. I think I would still want people to get arrested for trying to bring spice in, but maybe like a 1 in 5 chance of being searched. I don't really have a creative solution though.
Ot a chance that the guy doing the search is a half giant who doesnt know a flake of spice from a crumbling tablet, or thinks all spice looks like Thodelev.
Here are my beefs with the contraband check:
1. Having nosave arrest on doesn't always help.
In some cases, the guards don't even try to arrest you they just start attacking.
2. You cannot dump your contraband if you (you the player, never mind the PC) do not realize the innocuous looking item you have in your possession is ranked as contraband.
Also, due to some randomness in the code, you may have gone through the gates several times before with the very same item in your bags and never encountered any trouble.
If you've come across problems or oddities that don't make much IC sense since the code was improved in December 2008, send them to me at my e-mail address.