Non Respawn Containers

Post » Fri Jun 24, 2011 1:02 pm

Containers, we love that they contain loot but hate it when the container that you stored stuff in is later found to be a respawn container. My question is do you want Non Respawn Containers to be easier to identify.
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Dale Johnson
 
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Post » Fri Jun 24, 2011 11:26 am

Not sure...how about if it belongs to someone its a respawning container and if the owners are slained, or you are apart of their faction it doesnt unless explicitly told its a supply crate that gets restocked. that way when you pwn the owner of a home, its a free for all, and static until their relatives or whomever claims it, if you do everything sits as is.


Going to Forts if you wipe it clean you can use it and Radiant story wont choose it as a point for quests, but will designate an arch faction to uproot you, and you lose your items to your enemies...like in real life.
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Kat Lehmann
 
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Post » Fri Jun 24, 2011 2:23 pm

Yes, but idk how. Maybe just a warning when placing things in respawning chests. Like when you open a chest to take its contents, at the top of its item screen it says "Respawning Chest"
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helen buchan
 
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Post » Fri Jun 24, 2011 6:50 am

A little icon somewhere would be nice. Either put a symbol on the menu to select the item (i.e. "Jewelry Box [s]") or while viewing its contents (in the corner of the menu). Would take a lot of the guesswork out.
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priscillaaa
 
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Post » Fri Jun 24, 2011 1:37 pm

Containers shouldnt respawn, unless they are harvestable items (ore, plants, clams, etc.), and only junk containers should respond (such as crates inside town).

DEFIANTLY no containers should reset look or loot, or respawn inside houses!
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Neko Jenny
 
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Post » Fri Jun 24, 2011 7:56 am

A little icon somewhere would be nice. Either put a symbol on the menu to select the item (i.e. "Jewelry Box [s]") or while viewing its contents (in the corner of the menu). Would take a lot of the guesswork out.



I like this idea.
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phil walsh
 
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Post » Fri Jun 24, 2011 6:28 am

Containers shouldnt respawn, unless they are harvestable items (ore, plants, clams, etc.), and only junk containers should respond (such as crates inside town).

DEFIANTLY no containers should reset look or loot, or respawn inside house!


Do you try talking to the containers?
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noa zarfati
 
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Post » Fri Jun 24, 2011 9:00 am

Containers shouldnt respawn, unless they are harvestable items (ore, plants, clams, etc.), and only junk containers should respond (such as crates inside town).

DEFIANTLY no containers should reset look or respawn inside house!

I agree with most of what you've said but I do want items/chests to respawn in dungeons at least. Houses no they shouldn't respawn unless it's food and that needs to be put in a place where your like oh that cupboard's going to contain food.
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YO MAma
 
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Post » Fri Jun 24, 2011 5:55 am

I think any containers in public(outside) should respawn. Private homes and businesses too. Only containers you own, such as a house or perhaps having the option to lease a room from a inn, shouldn't respawn. You'll know the difference between containers by marking nonrespawning ones "Your chest/dresser/etc". Also guilds will have a chest labeled "Your Storage Chest".
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Crystal Birch
 
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Post » Fri Jun 24, 2011 1:21 pm

Yes it would take the guesswork out but that is kind of uprooting the player from the experience, someone somewhere will say

I dont want to be told I cant use this to store my items, this is my game rarararararar"

:D I kinda agree, Oblivions loot system was pitiful. lets put those crates to more use
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Sharra Llenos
 
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Post » Fri Jun 24, 2011 2:29 am

I know it would never happen, but they should just make every container non-respawn. At least ones in remote areas.
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luke trodden
 
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Post » Fri Jun 24, 2011 2:47 am

Like when you open a chest to take its contents, at the top of its item screen it says "Respawning Chest"



/thread
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jesse villaneda
 
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Post » Fri Jun 24, 2011 5:43 am

the only containers that should respawn outside of settlements is a location with respawning npcs. living breathign npcs. it made no sense to go into a ruin and see daedra and ghosts stocking up on yarn and calipers. only bandits, maurauders, goblins etc. should have respawning containers and hopefully it will contain loot relevant to them. if cave spawns necromancers than the loot should reflect that. you should see more soul gems and body parts and scrolls for undead summoning. bandit caves would have more leather armor and arrows and of course money spawning since thats what they treasure the most.
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Pants
 
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Post » Fri Jun 24, 2011 5:44 am

I like this idea.


me too!
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Caroline flitcroft
 
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Post » Fri Jun 24, 2011 1:39 pm

I don't think that containers should respawn on their own, ever. Instead, the flags for respawn should be attached to creatures/NPCs.

Here's the way I'd do it -

First - dungeons are outfitted with an assortment of containers - everything from sacks to boss chests.

The player approaches a dungeon. The game checks and determines that that dungeon is occupied, and by what it's occupied. It determines how many of what type of creatures there are - for instance, bandits. It comes up with some number of regular bandits plus one boss. It places all of the bandits in the dungeon, just as it would have in Oblivion. It determines what kind of armor and weapons they have - again just as it would have in Oblivion. But while it's doing that, it also checks for a flag for spawning containers. Say - the normal bandits all spawn food and basic equipment - lockpicks, torches, what-have-you - one of them is slightly higher leveled and spawns minor treasure, and the boss spawns phat loot. Then the game finds sacks and barrels and such and spawns food and supplies in them, finds the nearest chest to the slightly higher leveled bandit and spawns some minor treasure in it and finds the boss chest and spawns phat loot in it.

You end up with whatever treasure and other equipment and supplies make sense for the creatures that are there, in quantities that make sense for the creatures that are there, and the containers ONLY "respawn" if creatures are there. They never respawn entirely on their own.

This runs into a bit of a complication if one, for instance, kills all the bandits in a dungeon, then moves in. Personally, I think that there should be a chance that if you're gone too long, other bandits will move in. The problem would be that if they do, they'd spawn new stuff in the containers. That could make sense - they found your stuff and sold it - but it probably wouldn't go over very well with some players. So I'm still pondering that aspect of it.
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Rhiannon Jones
 
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Post » Fri Jun 24, 2011 8:25 am

the grab icon or w/e theyre gonna use should be different. like the red hand for stealing. have green for safe containers.

you should add that to the poll, different colored grab icon. its probably the best way to do it
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Trevor Bostwick
 
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Post » Fri Jun 24, 2011 4:41 pm

the grab icon or w/e theyre gonna use should be different. like the red hand for stealing. have green for safe containers.

you should add that to the poll, different colored grab icon. its probably the best way to do it

I like this. I wonder if this could be modded in if it's not. Heck, I wonder if this could be modded in for Oblivion... or if it has already.
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Irmacuba
 
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Post » Fri Jun 24, 2011 12:18 pm

Dungeons = respawning.

Houses = respawn because an NPC triggers a script. So if that NPC is dead, they can't trigger the script.
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DAVId MArtInez
 
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Post » Fri Jun 24, 2011 10:49 am

Houses = respawn because an NPC triggers a script. So if that NPC is dead, they can't trigger the script.

That is an excellent point.
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Lizzie
 
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Post » Fri Jun 24, 2011 4:49 pm

I chose other because i want a small marker in an unimportant place when you open the container showing that it doesn't reset.
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Rowena
 
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Post » Fri Jun 24, 2011 2:32 am

Yes they should be easier to identify. I think gpstr has the best idea so far. And about that "bandits stealing your stuff" idea I'd like that a lot. Just like I'd like if you left your house unlocked, or left something like a valuable weapon unattended in an NPC-accessible place, there's a chance it'd be stolen and you could track down and kill that NPC. But it's true, if bandits could sell your stuff, there would be people who'd complain about that, and undoubtedly just like my friend who said he wouldn't buy the game if thieves could steal your stuff cause he's too much of a stubborn dosh bag to take his valuable items with him, I'm sure there would also be people complaining cause they were just to stubborn to NOT keep their stuff in a CAVE. >.>
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michael flanigan
 
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Post » Fri Jun 24, 2011 12:38 am

I think it would be great and it would be less confusing when you go to store your weapons/armor and I keep artifacts and books and the basic clutter to set up my houses with so yes give me alot of easily identifiable containers in the houses I buy.
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Francesca
 
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Post » Fri Jun 24, 2011 4:52 pm

Ooh here's a cool thought. What if you could rename containers in houses you owned? Like "Food storage" or "Weapons" instead of just "Cabinet"
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Olga Xx
 
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Post » Fri Jun 24, 2011 6:05 am

Containers shouldnt respawn, unless they are harvestable items (ore, plants, clams, etc.), and only junk containers should respond (such as crates inside town).

DEFIANTLY no containers should reset look or loot, or respawn inside houses!


My first reaction... HUH?!

Actually, just the opposite is true (i.e., most containers in most areas should respawn right along with the creatures). It's completely silly to imagine that new denizens enter an area that has been cleaned out but avoid using the containers in the area.

However, Beth sure does need to come up with a method to mark the containers or inform the player which can be used safely and which cannot. Beth uses encumbrance/weight as a common theme, but their games are all about scavenging and collecting, so not knowing which storage places to use safely undermines their otherwise good efforts.
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Maya Maya
 
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Post » Fri Jun 24, 2011 11:55 am

id be fine with unique chests and such, but for a more suddle aproach have it to where if you try to place an item in the container you'll get a message saying " This container is not in a safe place, someone may take your items and place new ones in here"
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Danielle Brown
 
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