Add Toggle For Full Inventory Behavior?
jpersinne
Member Posts: 23
The recent patch changed how full inventories are handled.
Where before, new items added to the inventory would be dropped to the ground, this behavior has changed so that previously possessed items will instead be dropped.
While this may be ideal for singleplayer (e.g. inexperienced module developers can ensure an item is set into the player's inventory), this is a major step back for persistent worlds, where 1) players often receive items en mass from bartering and/or loot stashes, 2) few items are truly 'plot important', rendering the feature pointless, 3) and an online environment means that dropped items, which may be very expensive or have roleplay value, risk being lost.
Speaking as a player of the Arelith persistent world--it's a major headache, and has been a source of frustration for at least a few of my fellow players.
Is there any chance of getting this behavior on an .ini toggle?
Where before, new items added to the inventory would be dropped to the ground, this behavior has changed so that previously possessed items will instead be dropped.
While this may be ideal for singleplayer (e.g. inexperienced module developers can ensure an item is set into the player's inventory), this is a major step back for persistent worlds, where 1) players often receive items en mass from bartering and/or loot stashes, 2) few items are truly 'plot important', rendering the feature pointless, 3) and an online environment means that dropped items, which may be very expensive or have roleplay value, risk being lost.
Speaking as a player of the Arelith persistent world--it's a major headache, and has been a source of frustration for at least a few of my fellow players.
Is there any chance of getting this behavior on an .ini toggle?
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Comments
Please report the issue with repro steps at support.baldursgate.com . Thanks in advance.
I appreciate the prompt reply.
While I agree that this behavior does feel like a bug, new items displacing old ones from a full inventory was listed in the patch notes as a feature, which leads me to believe it is intended behavior.
Change my mind! Please!
I'm just hoping Embracer/Asypr doesn't pull an EA and shut down their spin of the MasterServer (the authentication service) without giving PW's better tools to manage player authentication without it. I will note that there are some intriguing events that look promising but could use some extra data like a hash of the text typed into the server password box and the ability to approve or not.
As for this issue the devs of the above PW believe that they may have a workaround. But it would be much better all around if this was configurable.