"Lost" Items Claimed by Server

Description: Store (or at least logged them) “lost” items (items in wilderness for too long - maybe ideally more than 50 days so there are 20 days period other players could claim it) for the server. Could be widened to include materials used for buildings etc in wilderness. The collected items could be used freely by server for DP, events, etc

Why: there are lots of uncollected “lost items” in wilderness that could be used by the server more optimally. Could reduce load for the economy from giving “free” items to players. More circular economy is better for the server.

How: I think the best is to code it that way

Pros:

First point: Free stuffs for the server that could be used freely without hampering woth economy.
Second point: provide time limit to incentivize player to loot wilderness in 20 days (in the example if set at 50 days)
Third point: reduce player conflict from claiming old abandoned factions, and looting “lost” items.

Cons:

First: might need regulations (not much of a hassle imo, I will volunteer to suggest regulations if needed)
Second point: might instead be burden if coding too complicated

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If I may add “lost” here is also means items destroyed by lava, mending items broken from overuse, etc that could rather be saved and used.

At current, players do not lose enough items as is… Item loss is a valueable part of the economy. I.e. no one losing their mending items means no one buys more in the future, causing stagnation in that market. I cannot see us implementing something that would reduce items being lost or reducing the value loss from losing items.

As for faction looting itself, that’s a bit different… But I can’t see us implementing something to make it easier either by just sending loot to a central place…

The programming complexities for this would also be very large in general… Especially if you don’t want this system to get filled up with a ton of trash…

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Hmmm… Interesting explanation. But then the question which one is better? Injecting new items like mending books etc for prize for events (or for example current event the present system), or recycling “lost” items and recirculate it back to the economy.

And by regaining I don’t say the player lost it gaining it back, its now is owned by the server and could be used freely by staff to support events etc to reduce adding new items into the economy.

Don’t the server have logs of everything? Couldn’t it for example only record things that considered “valuable” and not just everything to be recovered back by the server?

Is there logs of basically everything?
yes.

Is deciding what should be kept a mess to implement?
yes.

Do we have dev time to implement it?
no.

Would having a listener for every item in wilderness that despawns cause a large performance impact?
yes. the factions api is horrifically unperformant as I learned the hard way… infact, it’s so bad that it could lead to players easily being able to crash factions if implemented at that scale.

Does staff have time to manage the collected items?
no.

Do we really have a use for said items in events?
not currently.

Also to note, there is already a ton of mending in the economy for example, injecting/saving more doesn’t really help anything… Harmful even…

Note #2: We really don’t care to encourage players raiding disbanded factions by adding a time limit before the items are moved either…

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