[crossfire] Materials
Kevin Bulgrien
kbulgrien at att.net
Sun Jun 26 16:02:36 CDT 2011
Rick pretty well summarized my feelings on the matter... nice concept in theory if unintended side rffects on stacking etc. were dealt with, but that seems a big challenge considering current game mechanics and what not.
Rick Tanner <leaf at real-time.com> wrote:
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>> I wonder whether to enable that (extended material) support by default and fix
>> issues, or totally remove it.
>>
>> What do you think?
>
>What I found to be irritating about the material code was it made
>inventory management much more annoying.
>
>Specific example was Boots of speed. Instead of have (let's say..) a
>stack of 6 boots, you would see all individual boots because they were
>all made of different material (leather, snakeskin, etc.)
>
>So, only way to see that items were made of different materials is to
>have them show up individually in your inventory or item stack.
>
>On a side note..
>
>As I recall, the intent of the original author was to deploy a questing
>system where a NPC would ask for something like a gold dagger and then
>the player would provide that to get a new item request (i.e., granite
>stone axe.)
>
>I personally liked such a concept, but not enough to really want to
>endure the issues it causes and mentioned above.
>
>So, unless some new ways to deploys this can come together, I would vote
>for removing this feature.
>
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