The troves already do have an effective cap, due to fencing/laundering cap.
No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.
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Taleof2Cities wrote: »The troves already do have an effective cap, due to fencing/laundering cap.
No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.
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There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.
Taleof2Cities wrote: »The troves already do have an effective cap, due to fencing/laundering cap.
No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.
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There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.
Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.
The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.
Toxic_Hemlock wrote: »Taleof2Cities wrote: »The troves already do have an effective cap, due to fencing/laundering cap.
No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.
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There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.
Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.
The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.
I agree but It needs to be an all or nothing affair too IMO. Otherwise you will only find lockpicks in every trove out there as the good stuff will have been looted (think plants with only worms).
Scarletblaze wrote: »How does nobody see the benefit of minimizing how many troves can be looted in a day???? You can keep stealing stuff that is not trove related lol
Toxic_Hemlock wrote: »Taleof2Cities wrote: »The troves already do have an effective cap, due to fencing/laundering cap.
No idea why any of this needed a nerfing, because that cap was already in place taking care of the situation.
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There's nothing preventing a player from keeping stolen items indefinitely and fencing/laundering items on a later day ... a later day that still rewards said player after exploits are fixed.
Their inventory space limits this. You can't trade or mail stolen items. When the bags are full, it's game over.
The limit already existed, the fence/launder limit was good enough, there was no need to nerf the troves at all.
I agree but It needs to be an all or nothing affair too IMO. Otherwise you will only find lockpicks in every trove out there as the good stuff will have been looted (think plants with only worms).
I did suggest a way to fix the "leave only lockpicks" type behaviour - add in an overflow bag to game, then make it so items looted from chests/troves/materials nodes/mail etc automatically gets looted and thrown in your bag, and with an overflow bag (a temporary bag that collects last looted items even if you have full bags, it's one time only use, ie last container looted only can go into it, so can't be used as extra bag space) the items would always be emptied in full from a chest/trove/node/etc and things could go on nicely for us all.