#Item recovery is imbalanced

1 messages · Page 1 of 1 (latest)

tame knot
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Deconstructing a Town Bank provides free & instantaneous transportation of everything, included mass amounts of cargo sized loot, to the nearest ancient town.

This is wildly imbalanced.

Other games balance this type of mechanic by implementing a cost to withdraw the items from recovery, calculated by the distance between the original inventory and recovery inventory, and other factors specific to the game, such as item "weight" or "size", is the item a "resource" or is it "equipment", etc.

Please act quickly to add some balance to this. Even something like a small fixed coin fee for now, then reassessing and adjusting later on would be better than leaving it as it is right now.

See the attached screenshot of a player's inventory, look at the Recovery Chest spam. This was clearly not the intended usage for this system.

last sable
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I feel like item recovery and housing transport should scale delay by distance and inventory

cosmic beacon
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This cuts both ways; how can you make cargo recovery un-cheesable while also preventing its cost from being used to actively grief other players?

I'm not sure, myself

last sable
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I mean the griefing is kinda hard to do. To be evicted you get a timer to move your stuff before you get kicked I thought. And demolishing a bank, I mean usually if you are filling a bank it's because it's an established town that would lose a lot of cred if they trolled people. If you fill a bank in the middle of the wilderness and they eventually demolish it, it seems fine to "lose" your items for a couple days

shadow shard
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Just my two cents. don't allow the bank to be demolished if there isn't a recovery chest in the town (yes, I know this isn't a thing but it needs to be implemented to fix this issue).
This solves the problem in two ways - it means that they cant abuse the mechanic to transport items.
And in the event that they do demolish it - people can find their way to the town to retrieve the items (as would have been the case if the bank was still there).

pastel bear
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You are just pushing the problem. Now if the recovery chest is demolished, tough luck

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Also what if the claim runs out of resources and buildings start to disappear. Eventually the bank and recovery will too

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In a way, there is a cost to getting items from the nearest recovery chest. The cost of going there and bringing your stuff back to whatever settlement you are at. This costs time and/or TP energy

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This feels like a non issue ngl

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Using the recovery chest in this manner, means you will have your items in ruined towns. Which only have T2 stations. Aka, if you wanna craft T3+, you have to get your stuff from the ruined town (TP cost), go to the nearest appropriate settlement (TP or hauling cargo) and then your craft. Why would anyone do this? What's the cheese? Maybe I'm not seeing it. After T2 this is kinda irrelevant

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And T2 is, for most players, 1/2 days of playing

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By the time you need this extra space you are probably in T3+

tame knot
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  1. there is no such thing as demolishing a recovery chest. they are a permanent feature of ancient cities and cannot be built by players

  2. all the highest tier settlements are located near ancient cities. you can built a tier 1 claim next to a t8 ore mine, fill a bank with 1,600 t8 ore chunks, then teleport it to an ancient town, saving 90% of the travel time and skip navigating rivers, cliffs, etc.

pastel bear
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Number 2 is a fair point, was not thinking about that

tame knot
# pastel bear Number 1 was about birefingent's idea of adding them to settlements

geez, my reading comprehension... i see. thats actually pretty decent, something along the lines of if the destroyed bank could leave behind some sort of item recovery object at the original location. im sure the devs could figure out the details, like ensuring the object wouldn't prevent other players from building in the same spot (e.g. if it was an abandoned settlement that disappeared, and then some new players want to build in the same spot later)

pastel bear
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But then you have a forever structure stopping others from building there

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Could be cheesed

tame knot
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re: #2 i honestly wish it was more like how you said, but i think because the game doesn't really have any way to "tame" the land and build infrastructure, plus compared to how cheap/easy it is to use home teleport, town bank deconstruction, and now the new player housing migration, it makes more sense to import everything into one main base near the start

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yea the devs would have ot figure that out. it could be some kind of ghost thing that only the player sees

pastel bear
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All of these posts always boil down to. Travelling/hauling cargo suuuuuuucks for many different reasons. No wonder players will find any way they can to cheese away from interacting with that part of the game

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This bank/recovery stuff would not be a problema if hauling cargo was better, I believe

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But, maybe, what if items are scattered around the deconstructed bank. Like 5/6 hidden spots. Then you go around the place with a special recovery shovel and just shift right click the hexes and do "search lost items"

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No need for a structure. Any hex in a 10 or more radius could be used

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And adds a bit of a penalty by needing to do it a few times

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And is kind of realistic

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Maybe the shovel is extra

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For QoL I would add a waypoint to the area when you log in so you know the bank was even destroyed, and which one

shadow shard
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if you attach an expiry to it - it will incentivise the player to deal with it

tough minnow
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Personal inventory that's provided by a bank building should be a claim totem upgrade. You "build" or research a bank and the totem becomes the bank. If you deconstruct the market, the items go in the bank. If there's no space in the bank or if the totem is deconstructed, items go in the recovery chest.

It's roughly how Eve does it, except there's no average market value in Bitcraft so item recovery can't have a reasonable fee attached to it.

pastel bear
pastel bear
shadow shard
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fair point

pastel bear
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the recover items interaction from nearby hexes could even be extended to any form of decay/lost items.

Destroyed workbench with a partial craft? You can search for the stuff nearby.

Your claim ran out of resources and was destroyed over time? You can search for the stuff nearby

Any future mechanic that holds items and can be destroyed will interact well with this system.

It avoids TP abuses, because stuff stays in place.

It kind of avoids abusing this for free storage because its a bit of a pain to manage (must search multiple times, and never sure what item will pop up, its just easier to maintain a claim with some chests or smth). Also some measures could be taken to truly avoid this kind of abuse (like decay over time while player is online)

It allows for FOMO-free breaks from the game, knowing you can always find your stuff near where you left them.

Does not clutter the landscape with structures or item bags or whatever.

And its kinda cool "archealogy"

tame knot
# tough minnow Personal inventory that's provided by a bank building should be a claim totem up...

pretty much how albion does it as well. but in albion, they dont use average market value, they calculate cost based on an items "intrinsic value" (because everything can be vendored to NPC), the distance from the original storage location to the recovery location, and a unique multiplier based on the items category (resources have much higher transportation costs compared to finished products)

theyd just have to design their calculation on something that makes sense for bitcraft but im sure its doable