Gate/Clicky Command

Snow_Man

Dalayan Beginner
Going along the lines of the new /key placement, I’d like to see a command for gate clickies and possibly other clickies that makes it so we can delete/remove them from our inventories. The general idea would be to add a text command (i.e. /click) that could enable you to cast the clickies (that have been saved) using the command.

I.E. Warrior has Amulet of Althuna (deity gate), Amulet of Newport (Newport gate), Key to the factory (rust portal), and orb of malignancy (Counteract disease). He takes all 4 items to an npc that would “permanently affix such items to him.” Once he gives the npc said items, he would not receive them back (to prevent items like the orb from being resold after permenantly affixing them, but would no longer receive the stats of these items (because he no longer has them to wear). Also, to ease coding, this would have to be permanent click only items (no charged items.) After giving them to said npc, they would be added to his /click ability…

Typing /click would bring up the following list in the chat channel (in the order they were given to the npc):
#1 Deity Gate (30 seconds)
#2 Newport Gate (30 seconds)
#3 Rust Portal (30 seconds)
#4 Counteract Disease (2 seconds)

Typing “/click 2” would start a cast that would cast Newport Gate with a 30 second timer and so on for the rest of the clickies.

Upside: Would alleviate TONS of bank space, and digging bag after bag to find that clicky neck that looks like the other 5 clicky necks. Remove countless items from the game (since players would be more inclined to keep & add items, than to destroy/sell them to free up bank space.)

Downside: If someone wanted to use/wear the item, they would need to wait to add it until they knew they were no longer going to need to wear the item. Also for items such as the Key to the Factory, the factory door would need to be clicked at least once, to add the item to the keyring before it could be given to the NPC.

Possible Coding Issues: There would need to be some check to make sure the class/character can use the item before adding it to the ring (I.E. Mask of human flesh which is Bard/Rogue usable) would need some type of check to make sure it’s not a warrior handing it to the NPC. I am not sure if this could be overcome with coding though.

If the GM’s felt this would be overpowering to let characters have this much bag space freed up/have the ability to use a clicky without actually equipping it, it could be restricted to only gate clickies instead of all clickies.
 
Here comes one of the devs, telling you how having to have inventory slots is part of the balance like in that other thread where this idea got shut down left and right.

Edit: That thread has vanished off the forums apparently
 
I think the argument was actually to just have one gate neck in your inventory at a time and to just keep one that is near a bank on you.
 
Hmmm might have been a thread about making a keyring... It vanished because they implimented it to save bag space =D Please let the devs shoot down my idea if they wish, I'm sure they have the ability to use the board, and don't need you to speak for them.

And if they choose to shoot it down, I won't be too hurt. Who knows they might even consider the idea. This is the place we make suggestions, so I don't see any harm posting a thread that isn't posted already nor has been stated that it won't be done.

Now if this is your personal oppinion and thats the reason you don't like this idea... Thats another story, you can post that here saying Otcho doesn't want more inventory slots...
_______________________________________________________________________________
And Xach, while that is a work around, this idea is to remove over all clutter from both inventory and bank. In the same way that keys did. Some people kept most of their keys near a clickable bank to swap them out, not much different when it comes to gate necks. Most chars have at least 10 clickies on them, and some people (such as myself) can have bag after bag in the bank of them. I just see it as being a bit more fun if I can use the clickies versus just banking them as keepsakes…
 
Last edited:
for gatenecks this would be awesome, but it should probably copy the keyring concept straight off, ie having the gateneck added to gateneck-ring as you use it, then allowing you to use it by a /cmd gateneck 1-x and /cmd gateneck list.

Allowing this for other types of clickies like buffs, nukes and so on would probably in some way break game/item balance, since a lot of those effects are meant to work only when item is worn (not from inventory). For example: imagine a dps character like say a wizard getting all the nuke/dot clickies in game. Then he adds them all to a hotbutton, and once he runs oom he clicks that button and goes afk, while still doing some dps for quite a while. Previously he wouldve had to have them in his bags and switch them in. Now he can add it all to a hotbutton and afk.

but yeah having this function for gateitems would be amazing and much like the keyring in function.
 
Last edited:
Give us an inch we'll take a mile =P

I love the idea. I have an entire sewing kit of just gate clickies, and I probably have less than half of the gate clickies available...truth be told I'm so anal retentive about my bags that I refuse to cross contaminate my battle-clicky bag or my swap-out clicky back with my gate-clicky bag. I wouldn't see anything but gate necks going on the system however, just b/c, as it was mentioned above, there is a little bit of a balance to be maintained...I'm lazy and don't like swapping in 50 different damn clickies during, say, enchanter curses. (I usually don't do any, it's a pita...plz don't tell manguadi)

But hell yeah, gate neck...condensation? conservation? *consternation*

We'll go with hell yeah


Also @Otcho I remember the thread you were talking about, b/c I had a long winded and overly complicated suggestion about using your house as a way-point with a t-loc npc there for your different gate destinations, b/c my first thought was "hey, do it like rogue traps" then "no...that would screw pet classes"....I know this b/c I just finished deleting the most creepy bout of forum post de-ja-vu ever.....was typing the whole thing out again and mah epiphany smelled familiar
 
Last edited:
b/c my first thought was "hey, do it like rogue traps" then "no...that would screw pet classes"....I know this b/c I just finished deleting the most creepy bout of forum post de-ja-vu ever.....was typing the whole thing out again and mah epiphany smelled familiar

Do it like previously bugged monster summons when you summoned them on yourself and they would just follow you until they poofed on zone. That would not screw pet classes.
 
Also @Otcho I remember the thread you were talking about, b/c I had a long winded and overly complicated suggestion about using your house as a way-point with a t-loc npc there for your different gate destinations, b/c my first thought was "hey, do it like rogue traps" then "no...that would screw pet classes"....I know this b/c I just finished deleting the most creepy bout of forum post de-ja-vu ever.....was typing the whole thing out again and mah epiphany smelled familiar

The wizard's guild has had it with teleporting to spires and having to walk the rest of the way to cities like the common barbarian. Through a new quest you gain access to a wizard's guild researcher who can be summoned at will and interacted with when out of combat.

Due to his really terrible personality he has been unable to obtain enough clout and trust to be given amulets of his own to study, this is of course where you come in. Giving the researcher an amulet allows him to attune his teleportation magic to it and provide you with transport to the location for a modest fee. (Funding is tight, afterall) If you gather enough of these baubles for him to study he may even provide you with transport to a new location.

This provides you with convenience for players, the trade-off of not being able to use it in combat, a plausible in-game premise (okay well I did my best anyways), and a minor platinum sink.
 
The wizard's guild has had it with teleporting to spires and having to walk the rest of the way to cities like the common barbarian. Through a new quest you gain access to a wizard's guild researcher who can be summoned at will and interacted with when out of combat.

Due to his really terrible personality he has been unable to obtain enough clout and trust to be given amulets of his own to study, this is of course where you come in. Giving the researcher an amulet allows him to attune his teleportation magic to it and provide you with transport to the location for a modest fee. (Funding is tight, afterall) If you gather enough of these baubles for him to study he may even provide you with transport to a new location.

This provides you with convenience for players, the trade-off of not being able to use it in combat, a plausible in-game premise (okay well I did my best anyways), and a minor platinum sink.

Where do I sign up for my researcher lecture? I'd like to learn more about this attuning thing, I have plenty of gate craps to practice this on...
 
Where do I sign up for my researcher lecture? I'd like to learn more about this attuning thing, I have plenty of gate craps to practice this on...

Oh definitely. Check the wizard's guild after the standard 4-6 years of research and scroll development.

Edit: Really though I don't see the harm in giving wizards more self gates instead of amulets like what was done with The Murk
 
Last edited:
Don't forget dealing with the ones that are faction bound.

I really don't see it as being overpowered if a wizard can self-teleport into a city even if his faction is junked. I mean what advantage does this grant him.
 
Why would we waste our time coding something like this for wizards only?

I was only talking about wizards specifically in regards to the option of taking scrolls that teleport them to say the local wizard guild instead of gate neck amulets.

The other stuff was just my attempt at a real bad premise to explain why you have access to some magical npc that teleports you around as an alternative to your bag of gate necklaces.
 
Back
Top Bottom