StrangeLoopGames / EcoSuggestions

Repo for storing Eco game suggestions, separate from EcoIssues
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QOL Improvements: Update the void to make recovery of goods easier #1660

Open Glaic opened 2 years ago

Glaic commented 2 years ago

Improve Void creation when a user is kicked from a residency / land claim.

User Story: Playing as a group who were new, and wanted to test Credit system for public tables, Had myself kicked from the land claim and without warning all stockpiles, doors, tables and their contents were ripped from the claim and put into "the void".

The void was created 4 blocks below ground level, on the claim I was removed from - so I could not dig to access it anyway, so would not have helped prevent griefing.

The anti-griefing system is good, but needs some work for QOL if/when that occurs - We had to recover 3 large lumber stockpiles of goods, plus numerous 5x5s, chests/shops/tables/advanced upgrades/doors etc, along with labelling and input/output adjustments.\

Suggested Options: one or all of the following QOL improvements:

  1. Offer the player being kicked the option to have goods moved into a Void or Not.
  2. Add a "return all" option if the player re-joins the residence and has an active Void pile (would have saved us an hour)
  3. Create the void as a chest in players inventory for personal placement - remove it once emptied.
  4. Give the void full visibility to ALL stockpiles in the players network (even on re-join of claim) so they can at least fetch / place stockpiles and then shift their goods out in bulk.
  5. Leave stockpiles and tables as-are, but modify all deeds so only player has access to pickup/remove the goods from them.