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[260+ R] All loot into Loot Armory (Ched replied)

Started by GoodLuck [2356929] on in Suggestions.

118 replies · 808 views · thread synced · 3 days ago · View on torn.com

Posts archived: 119 / 119 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

Chedburn [1] Admin Developer

Items filter into armouries based on their item types - that is how the armouries work. I personally can't imagine a system where some Energy Drinks can be split across two different armories for example.


It is technically possible, but this idea goes against the current architecture of armories. It'd be a big project to basically hack this into the system, and as I mentioned I don't think the end result would be preferable over the current one.

 

I am open to other ideas regarding the management of rewards from OCs and wars. It was not fully explained in the OP why such a system is necessary, or the issues factions are currently facing, so I'm not entirely sure what problem we're trying to solve.

 

Thanks.

Decisive_Fire [249471]

I voted in favor of this suggestion because I'd like to be able to keep the consumable armory open for members so they can use donated items.  As it stands now when OCs complete that give cans, pixie sticks and moonshine they go straight into the consumable armory. 

Which wouldn't be an issue except the people who have completed the OC have been paid for their OC based on the value of those items.  As a leader, if I don't get the items out of the inventory quick enough then they get used before we have the opportunity to sell the items to make up for the money paid out.  

 

I know this doesn't give you a solution for the suggestion, but maybe a reason why people would want it.  

KingLouisCLXXII [2070312]

I dont mean to say this in a rude way but I feel like you have an idealistic view towards faction armories that in practice doesn't work well for how factions are actually run. 

 

As a faction lead, I second the issues highlighted by DF in the above post. Additionally, we get similar consumable items from rackets. Although we've made it clear to members that these items are not to be used, some people still end up using them (whether accidentally or on purpose) and then as leaders, we then need to go through the logs to find out who used how much and then ask them to replace the items or edit their balance for the value of what they used. This is one of the many tedious, boring, but necessary aspects of faction leadership

 

Please see also Permission for armory mats to be used in crimes for, imo, a similar issue that is challenging as a faction lead to manage

 

Would you consider instead of a "loot" tab in the armory, having a completely separate "loot" inventory and from there items can either be moved into the armory or given to a player's (leader/council) inventory to be sold?

Mentions: Permission for armory mats to be used in crimes

Will [2057823]

The problem players want solved is the Drugs and Consumable item payouts that hit the Armory at random moments after OC automatic initiations, and leadership has no control over that.

In most cases, these items are to be converted to cash and paid to OC participants. But before that can happen, anyone with these armory permissions enabled can use up said items. So factions are left no choice but to not grant permissions to these armories at all.

Maeldel [3304611]

The problem I personally face is that items that can be used (i.e energy drinks, candy and Xanax) are sometimes used by members before someone with permission can remove them from sale, effectively "stealing" from vault. Sure we can ask for reimbursement if it was not intended, or maybe block usage entirely (which is not ideal). OP suggestion is one of the way to solve this, another would be to contro each item ACL individually (i.e can use beer but not energy drink, can use ecstasy but not Xanax).

jimmyatemycat [3935222]

Only just now reading this thread do i realise i wasn't supposed to drink those cans. Thankfully my faction went easy on me about it apparently, likely because of the flawed design. 

 

As for other ideas: managing permissions item by item (like banning drinking cans but allowing lollypops in consumables armoury) would work, but if thats too hard, you could just allow faction leaders to make a note in each section of the armoury. 

 

this solution is clunky and unintuitive but would allow leaderships expectations to be clear. a note might look like this:

 

"consumables armoury: low candies and beer available for personal use, please dont drink the cans or eat pixie sticks as those are OC rewards pending sale and are only in the armoury right now brcause coding a loot armoury is too difficult for ched to manage"

Chedburn [1] Admin Developer

The issue is that the suggestion is incompatible with the back-end structure of armouries. Faction armouries are just sorting buckets that items flow into based on their item type, a single item cannot move between two different armouries based on their state.

 

I'm very open to ideas that are compatible with faction armouries.

 

What would make far more sense from my perspective, for example, is containing the items within the completed scenario without distributing them into armouries at all, until the payout has occurred or been dismissed.

Aezur [1950769]

Just create a 2nd armory per faction that only has a "send to faction armory" action. It only needs to expose the "all" tab that armories already have to the user. As far as UI goes, it can just be an additional tab in the current armory. Only leaders would be able to use it but the armory is already tied to faction permissions, so that doesn't conflict.

KingLouisCLXXII [2070312]

Then make the backend compatible with the suggestion... technology exists to facilitate the implementation of ideas, improvements shouldn't be limited by the current design

 

As Aezur mentioned above, simplest solution would just to duplicate the faction inventory. The duplicate is the new "loot armory" (that isnt broken up into buckets) and the remainder with buckets is the existing armory system

GoodLuck [2356929]

OMG, this will greatly increase the operation of OC2.0, adding must-to-do steps....  You must click the button to get the rewards.

 

And that is to say, we must take the items out the armorys  as fast as possible after clicking the payout to avoid being used by members.

GoodLuck [2356929]

As we known, you create a loot armary in faction Armarys.

 

The loot armary in faction Armarys only allows the Supply Pack Item to flow into?  Am I wrong?

Maeldel [3304611]

Although not an optimal solution in my mind, I understand the constraints you guys are under and have to work with.

 

This as is would help a lot, at least we can sync that with removing the items.

 

Although if that is done maybe we can separate the permission of actioning on payouts with and without items? That is because usually people with permission to get items out of armories are restricted in numbers compared to who can action on payouts.

SneipLadd [2813921]

I know I am a little bit late to the party. But this suggestion is still highly relevant. 

 

You mentioned earlier about 'holding' the item until a certain action (payout) was done. 

However that would make doing payouts uneccesarily complicated 

 

I would guess adding a new boolean column in the backend where it will either have to be 'released' by a member with item giving permission for it to be used, or 'given/loaned out' 

 

I do believe this will solve the issues quite cleanly. (While not as cleanly as just adding it to the 'loot' box)