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Old Oct 24, 2006, 05:14 PM // 17:14   #1
Jungle Guide
 
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Default /Claim function

I've seen a lot of posts on people doing things to prevent others from claiming drops that are theirs in places like the UW and recently a thread about an Urgoz run where some jerk cast Frozen Soil spirit to prevent a dead person from claiming their green drop and they got away with it too!

Sir Skullcrasher in that thread suggested a claim function and I think it is a great idea.

I'd like to see the following command added to Guild Wars.

/claim_drops

What this would do is pop up a box like you get at the end of missions for drops you weren't able to pick up. In this box it would place any drop that is tagged to you for you to claim when you can.

This would prevent bodyblocking to a dropped item of worth or the "make sure they are dead and can't rez / don't rez them" junk that people do.

The drops in the area can be priortized by color / craftables. As an example:

Greens
Golds
Rare Crafting
Purples
Blues
Common Crafting / Whites
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Old Oct 24, 2006, 06:02 PM // 18:02   #2
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Never happened to me yet, but I can see where this would be good.

It should do a blanket claim for all of your drops that would appear in the pop up box at the end of the mission or entry into another explorable area or entry into a town.

It would also help with the storage issues a lot of players are having.

/signed
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Old Oct 24, 2006, 06:05 PM // 18:05   #3
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But if such a thing were implemented it would likely require you to be alive at the time in order to claim your drops. This would be really helpful at Vizunah Square because sometimes if I stand close to certain places the NPC party with get me a drop or two but later I can't find it and I have to move on.

/signed but I doubt A-Net would do something like this w/o some catch
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Old Oct 24, 2006, 06:20 PM // 18:20   #4
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Excellent idea, although they would have to allow you to move things from the "claim" box to the inventory box...moving things from the inventory box is not currently allowed while you're dead.

/signed.
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Old Oct 24, 2006, 07:36 PM // 19:36   #5
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The only problem I see with this is, what about situations where the party is doomed to fail, say a chest run where someone ran in and out and lived with their item, and several others were killed by a horde of mobs... The dead could claim items that they shouldn't be able to otherwise...
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Old Oct 24, 2006, 07:47 PM // 19:47   #6
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http://www.guildwarsguru.com/forum/s...php?t=10066020

Posted an idea like that a few hours ago.

Yeah I read that story about the frozen soil, I was pissed. /claim might be a bit hard to use, I like my clicking idea better.

But yeah i'm deffinatly down on this one.

Even if they refuse to rez you and they quit, atleast THEY DONT GET IT!



But there is also the case where you might want to let someone have something, or like I mentioned in the post: Some one is somewhere you cant get to but you trust them to give you the item. An /unclaim... or double click as I suggested would be nice too.
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Old Oct 24, 2006, 07:48 PM // 19:48   #7
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Quote:
Originally Posted by Imaginos
I'd like to see the following command added to Guild Wars.
/claim_drops
What this would do is pop up a box like you get at the end of missions for drops you weren't able to pick up. In this box it would place any drop that is tagged to you for you to claim when you can.
/good idea.

but,

1. there is already that pop up box at the end of missions for drops you werent able to pick up.
2. this defeats the total purpose of picking up things.
3. this might cause ppl to fiddle around /distracted with this extra feature during battles and ruin you.
4. the real problem is with the "time(limit) duration of drops".

>imo: only way to really avoid these "unethical scums" from stealing ppl's drops: either take out the timelimit completely and when only players "exit" out of the game/mish/etc that the item becomes free4all.(as it does already)

/undecided.

/g'day.
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Old Oct 24, 2006, 08:02 PM // 20:02   #8
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/signed

Loving this idea.

I cant say ive ever been a victim of having items blocked from my aquisition though. Touch wood.

But like everyone else, I know how frustrating it is if you have a rare-gold-item sitting there, but you cant get it because your dead.

Or you can see an item in the distance which you can get to due to agro.

To be able to enter a line of code and bring a window up allowing you to collect it without moving is a great idea.

I would how-ever..

...suggest they keep this function perhaps limited to those who are dead.

I still think their should be some skill required to getting your hands on items. Even if that item is in a high-agro area.

Otherwise I can see it being exploited.

For instance:

In a chest run, a group of warriors can run to every chest in an area, opening them fast, but not needing to collect the items.

Later being able to just stand in a safe location and type "/clame item" or a similar thing.
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Old Oct 24, 2006, 08:17 PM // 20:17   #9
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Quote:
Originally Posted by Starsky-sama
/good idea.

>imo: only way to really avoid these "unethical scums" from stealing ppl's drops: either take out the timelimit completely and when only players "exit" out of the game/mish/etc that the item becomes free4all.(as it does already)
I think this would be an easy way for Anet to fix this problem.
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Old Oct 24, 2006, 09:29 PM // 21:29   #10
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/ signed

Good idea-why not you earned the drop even if you fail the mission etc..
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Old Oct 24, 2006, 09:39 PM // 21:39   #11
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Quote:
Originally Posted by Starsky-sama
/good idea.

but,

1. there is already that pop up box at the end of missions for drops you werent able to pick up.
2. this defeats the total purpose of picking up things.
3. this might cause ppl to fiddle around /distracted with this extra feature during battles and ruin you.
4. the real problem is with the "time(limit) duration of drops".

>imo: only way to really avoid these "unethical scums" from stealing ppl's drops: either take out the timelimit completely and when only players "exit" out of the game/mish/etc that the item becomes free4all.(as it does already)

/undecided.

/g'day.
But... you have to successfully complete it for the pop-up box
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Old Oct 24, 2006, 10:19 PM // 22:19   #12
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Quote:
Good idea-why not you earned the drop even if you fail the mission etc..
Umm, you don't earn greens for partially damaging the boss?
If you got a good drop, dies, and can't get it, it doesn't make sense that you get 100% of something for doing 99% of work.

As for items getting jacked after time limit - don't die. Again, 99% work =/= 100% credit.

This would pretty much make chest runs a lot easier and the last thing Anet want to do is make getting rich easier.

/Notsigned
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Old Oct 25, 2006, 02:37 AM // 02:37   #13
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/signed

for this or something similar. I have seen it with black dye drop I died and the player who got the drop died neither of us were rezzed until they claimed the dye.


~the whats mine is mine Rat~
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Old Oct 25, 2006, 06:48 AM // 06:48   #14
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Quote:
Originally Posted by Starsky-sama
/good idea.

but,

1. there is already that pop up box at the end of missions for drops you werent able to pick up.
2. this defeats the total purpose of picking up things.
3. this might cause ppl to fiddle around /distracted with this extra feature during battles and ruin you.
4. the real problem is with the "time(limit) duration of drops".

>imo: only way to really avoid these "unethical scums" from stealing ppl's drops: either take out the timelimit completely and when only players "exit" out of the game/mish/etc that the item becomes free4all.(as it does already)

/undecided.

/g'day.
1. Correct. This would utilize that same bit of code, just modified for this circumstance.

2. It could be made to only work if you are dead, though that wouldn't prevent someone from bodyblocking you in a few areas until a drop expired.

3. Perhaps the best way would be that anything that is yours can only be claimed if you exit the map / map back to a town. That way people won't be messing with it in the middle of a battle and if you know you're being screwed over (we'll rez you after this is over....ok after this mob...almost done...) you can quit out and still keep the drop that was assigned to you.

4. what would you do about the time limit? Leaving an item assigned to someone forever causes its own problems, though maybe not as many as the current system
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Old Oct 25, 2006, 06:52 AM // 06:52   #15
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Quote:
Originally Posted by AuraofMana
Umm, you don't earn greens for partially damaging the boss?
If you got a good drop, dies, and can't get it, it doesn't make sense that you get 100% of something for doing 99% of work.

As for items getting jacked after time limit - don't die. Again, 99% work =/= 100% credit.

This would pretty much make chest runs a lot easier and the last thing Anet want to do is make getting rich easier.

/Notsigned
You're missing the point of how these things can currently be exploited.

Say your in a group and the Boss is almost dead and someone aggros more mobs, the party is low on health but looks like they may win, suddenly the monk stops healing and the party wipes or nearly wipes and the boss is killed. Items drop for you but the monk won't rez you. He waits for your items to time out to claim them for his own.

Saying don't die is an excuse way out. There are plenty of times when you can not avoid dying, sometimes for the good of the group / mission. All this does is put a safety net for people who rip others off.
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Old Oct 25, 2006, 07:09 AM // 07:09   #16
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Exactly. Sometimes, you have to die for the good of the group - especially when you're the tank and you keeping the enemy occupied lets the monks get away and Rebirth everyone.

This actually happened to me once - an Ecto dropped on a ledge in the new Tombs, and then I died - and when we got to it, an Elementalist ran over and claimed it (to add insult to injury, one I'd given candy to earlier on). It required guilt-tripping from the rest of the party to get the culprit to hand it over.

It would be quite easy to make the system stop you from getting items that you don't deserve - as has been previously noted, the pop-up box only comes up if you win. But being able to claim items - and to have them disappear if you leave, even if you don't get them yourself - would make some of the unscrupulous acts currently engaged in pointless.

Another thing that could be worthwhile is an /unclaim command, for those times when your inventory is full and/or you just don't care.
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Old Oct 25, 2006, 07:09 AM // 07:09   #17
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You know it'd just be a lot simpler for drops to never, ever go public. Why should ANYONE get someone else's drop for any reason?
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Old Oct 25, 2006, 07:18 AM // 07:18   #18
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I think the idea is simply so that if player A just completely ignores their drops, player B does have a chance to get them - possibly even for player A if A is somehow incapicitated.

That said, one way to deal with the scam could be to make it so that the timer is frozen for the dead.
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Old Oct 25, 2006, 07:33 AM // 07:33   #19
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Heh.. more like why not have a player have command /publicdrop and eliminate public drops after 5 minutes
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Old Oct 25, 2006, 09:48 AM // 09:48   #20
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One of the more interesting ideas lately...

Any idea that could prevent some e-drama is a good one.

/signed.
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