Allow traps to stack in inventory

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Kitunenotsume
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Allow traps to stack in inventory

Unread post by Kitunenotsume »

I don't know if this has already been brought up somewhere, but I have noticed that on my trapper, my inventory quickly becomes full of tabs of traps.

I think it could be a substantial reduction in clutter, both for inventory management and perhaps for server-data size, if traps of a given type could have a reasonable stack-size greater than 1.

I suspect it should be doable with a adjustment in baseitems.2da, line 64 'trapkit' (assuming it hasn't been changed on this server).
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Blackman D
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Re: Allow traps to stack in inventory

Unread post by Blackman D »

bring back epic traps and then we can talk :snooty:

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cosmic ray
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Re: Allow traps to stack in inventory

Unread post by cosmic ray »

Are epic traps not available on the server?
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chad878262
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Re: Allow traps to stack in inventory

Unread post by chad878262 »

I thought we approved epic traps being added back like 2+ years ago?
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zhazz
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Re: Allow traps to stack in inventory

Unread post by zhazz »

Kitunenotsume wrote: Mon May 25, 2020 7:24 pm I don't know if this has already been brought up somewhere, but I have noticed that on my trapper, my inventory quickly becomes full of tabs of traps.

I think it could be a substantial reduction in clutter, both for inventory management and perhaps for server-data size, if traps of a given type could have a reasonable stack-size greater than 1.

I suspect it should be doable with a adjustment in baseitems.2da, line 64 'trapkit' (assuming it hasn't been changed on this server).
I second this. While I don't use traps myself on any of my characters, they do quickly fill up the inventory.
While we are at it, maybe take a look at several other items as well? Such as Healing Moss.
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Blackman D
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Re: Allow traps to stack in inventory

Unread post by Blackman D »

chad878262 wrote: Tue May 26, 2020 8:05 am I thought we approved epic traps being added back like 2+ years ago?
approved yea pretty sure... did it actually happen tho... i havent seen the change and if it did go in i missed it :o

will have to check my spot for some to spawn and let you know :twisted:
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Blackman D
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Re: Allow traps to stack in inventory

Unread post by Blackman D »

they are back yay <:D
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and it recovers as epic, which was the problem before, you could always set epic traps as epic but picking them back up they turned to deadly

but yea now that stacking issue :P

im gonna need room for more epic traps :ugeek:
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Tanlaus
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Re: Allow traps to stack in inventory

Unread post by Tanlaus »

It seems like if we can stack ranger ammunition by the truckload we ought to be able to stack traps as well by the same logic.
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Snarfy
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Re: Allow traps to stack in inventory

Unread post by Snarfy »

Blackman D wrote: Tue May 26, 2020 2:28 pm they are back yay <:D
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and it recovers as epic, which was the problem before, you could always set epic traps as epic but picking them back up they turned to deadly
:o SQUEEEEEEEE!

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c2k
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Re: Allow traps to stack in inventory

Unread post by c2k »

Snarfy has been waiting for this update for about 9 years. :lol:
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Kitunenotsume
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Re: Allow traps to stack in inventory

Unread post by Kitunenotsume »

I think the overall thread got sidetracked.

However, I having finally got around to locating the 2da hak, and can confirm that the adjustment listed in the OP should be accurate (presumably under the 'Stacking' column, but there are other nearby settings custom to the server that I cannot functionally test).

Even stacking to 10 would vastly improve item compression rates, though at half a pound each larger stacks would be presumably self-limiting by sheer weight, much like Healing Kits.
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
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Blackman D
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Re: Allow traps to stack in inventory

Unread post by Blackman D »

well having had a trapper all this time i can tell you that for pve anything under epic is kinda worthless to use because of the sheer amount of hp vs damage that is done and pvp wise the damage isnt what you are really after but rather the secondaries and in that case there are only a few traps that are worth using in pvp

but point being x10 is more than enough for a stack

besides, it will probably only be me and snarfy stock piling epics :shhh: :twisted:
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Kitunenotsume
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Re: Allow traps to stack in inventory

Unread post by Kitunenotsume »

Blackman D wrote: Wed Jun 03, 2020 8:12 pmanything under epic is kinda worthless to use because of the sheer amount of hp vs damage that is done
Which is probably worth looking into given server scaling, but I plan to address that in a separate thread once the less disagreeable logistical concerns are adressed.
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
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Blackman D
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Re: Allow traps to stack in inventory

Unread post by Blackman D »

nah, damage values of traps arent gonna get touched

you have to remember traps are used on both sides, players and environment, increase the amount of damage traps do and you are also increasing how much damage people to run into traps or who set them off with their face are also taking

all you would be doing is increasing the number of traps that can one shot low hp builds that fail the saves

you would be increasing the value of rogue party members sure, but no one has every cared about the rogue taking the time to get rid of a trap... even when they are in the party
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zhazz
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Re: Allow traps to stack in inventory

Unread post by zhazz »

Blackman D wrote: Wed Jun 03, 2020 8:26 pm nah, damage values of traps arent gonna get touched

you have to remember traps are used on both sides, players and environment, increase the amount of damage traps do and you are also increasing how much damage people to run into traps or who set them off with their face are also taking

all you would be doing is increasing the number of traps that can one shot low hp builds that fail the saves

you would be increasing the value of rogue party members sure, but no one has every cared about the rogue taking the time to get rid of a trap... even when they are in the party
As a player who doesn't play rogue characters (I have in the past), I would actually welcome a change so that rogues have a purpose in a group. Bashing and breaking locks on 8 out of 9 chests in every dungeon, with maybe 2 of those being trapped and doing little damage in return doesn't add much to the gameplay experience.

Personally I don't see an issue with traps on chest one-shotting low HP builds that fail their saves. Allow rogues their moment to shine. Give a reason to bring along a rogue, or someone else, who can tackle the traps without just going "RAWR HULK SMASH" and then accepting the damage.

Although as Kitunenotsume said, such talk is for another thread. But traps are currently only a nuisance, not a danger.
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