no the purpose was never to get free stuff it was a punishment for not paying your monthly subscription. it should not be free nothing should be free you should have to work for it, and just set it to server up or something for an auction style rework. but again that was just a idea for a gold sink nothing more i figure a rich person spends 10p at the auction house its removed from game. and you would not have to flip just use the scroll bar UI in a search window like most npc . or even the UI for ECs scroll view. literally could page it out in EC style and view a few hundred items per page. that is why I say you dont understand what your talking about please try to understand the game more the data log can easily hold and transfer a few million items you ever wonder how TC works??
anything wrong with my other 2 suggestions because both would be perfect for solving this issue.
all of your suggestions would only benefit scripters so I am guessing that is your position on this matter.
and honestly if we do "Place all items in the bank account of the house owner, so they return sometime."
i would just close 4 accounts that are holding stuff and take that reward of free storage until the time i decide to get stuff off of the account. like i said its not a reward its a punishment for not paying up Britannia's land tax.
I feel like we're having the same conversation in 2 separate places. In fact, you keep stealing my own arguments and saying them as if they're yours lol. I'm the one who was saying you can't put items in a packing crate because then people stop paying for houses for storage, knowing they get to keep their items for free anyways...But since you asked about your other 2 ideas, i'll respond:
There's nothing wrong per se about more monsters at an idoc. To be honest, your first and third idea are quite similar, whether it's 3-5 monsters, or monsters you kill to get a "key" of some sort. The issues/limitations with it are as follows:
1. Monsters grabbing loot, and instead of looters mass grabbing/scripting to grab bags on ground, you have to kill monsters for them. That's not a bad thing. The problem is - isn't this exactly what grubbers were supposed to do? And if you go to a castle that has 5000 items - maybe there's 20 grubbers that show up, and maybe combined they grab 100 items out of 5000. Clearly - grubbers are broken. If they can't get grubbers to work properly, how exactly are they getting even bigger monsters to work differently, when looting items?
2. If you make it too much about "big, hard monsters, you have to kill to earn looting rights...." it's starting to look like an EM event. I haven't been to one in a while, but i keep hearing complaints about bots having 10-15 characters and getting all the looting rights and earning the EM Items above others. Wouldn't you be turning idocs into a similar system? Because - you have to avoid that...
Finally your first paragraph. You're still being way too unrealistic. I admit i'm not a programmer, so i don't know exactly what the devs can or can't code, but to me:
1. It seems waaaay too complicated to have the devs code an "auction" of sorts that would instantaneously, the very split second a house falls (this is important - because one split second before the items are locked down in a house, and then they're gone - so it has to happen right away that all items get picked up and sorted into an auction) organize up to all 5000 items in an auction style or such.
2. Even if we assume they "can" do exactly what you say - your idea for actually accessing the auctions completely sucks. It wouldn't be like vendor search where you find 10 items per page at a time, instead it would be like an NPC menu you scroll up or down....ok that's better. Until you consider that the idoc castle had 5000 items. 3000 of those 5000 items are a mix of goza mats, chairs, tables, single pieces of cloth and reagents that were used as deco, and other mindless junk. Most npc vendors in-game have at most ~50-100 items in their inventory? You're not going to create some with 5000 items, and expect people to scroll through all that junk? That's as "unuser-friendly" as it gets.
You should go back to my very first post in this thread. The first question I asked is about the dev's ability to "sort" through items - i don't know what they can or can't do automatically. But I think the first step to any successful system change (whether it's an auction, lotto, thunt, monsters, etc) is the ability to have the game automatically "sort" through items, and either isolate the good stuff, or get rid of the junk. For that castle with 5000 items - for a new system to work - it would be best if the game could recognize that goza mats and chairs and other such items are worthless, and ignore them - leave those on ground when idocs fall. Or if they can't isolate the "junk" - do the opposite, and single out the "good stuff". So if you do an auction (or a thunt, or monsters grab loot, or a lotto, or any other # of suggestions people have said) - only have the "good items" included - items like artifacts, legendaries, deeds, certain rares (they won't be able to recognize/all).
This does 2 things:
1. The scripter with 25 packies doesn't automatically get everything anymore. Because all the "good stuff" aren't available for picking up on ground.
2. It doesn't completely destroy/kill the idocs playstyle, because "SOME" items still spawn on ground. Some good stuff too, as the system wouldn't grab ALL the "good stuff", just a lot of it. So people who still want to just "loot" still can get lucky and find good stuff here and there, easily on ground. You can still incorporate a few of my "anti-scripter" tweaks that i suggested, to limit the looting. such as - can't "grab a container" off the ground from an idoc for 30 mins, so you have to actually open them and look for stuff.
Bottom line is - they have to do a combination of things, and it's not as simple as "do a lotto, do an auction, do a thunt!" as some are saying.