Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- Napoleon 1m
- adrognik 19m
- QueenZombean 2m
- Komira 1m
- zxq 9m
- BitLittle 19s
a Mench 19m Doing a bit of everything.
And 31 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Purses
A status symbol

I'd like there to be purses. We have briefcases, which are a bit clunky and also quite one-dimensional.

To me, a purse would have these sort of characteristics:

-It can be opened and closed like a wallet, and can hold very specific items. Particularly: handheld mirrors, any and all makeup products, contact lenses, perfumes and sprays, eyeglasses/spectacles/sunglasses, boxes of business cards. Potentially more/less than that based on feedback.

-It cannot be locked, only closed.

-It can be worn, like an umbrella, and appears when looked at and affects shortdesc accordingly.

-It has a distinct fashion and status value, diverse across various types of purse. As in, there absolutely is the outrageously expensive diamondweave purse for the high powered manager that makes little Juniors leather purse look cheap, and this affects the appearance/shortdesc when worn.

-It can be stolen, but better ones might be sturdier in terms of being ripped off of you.

-It's a slightly effective bludgeon.

-It's a total status statement to have a fancy purse.

Compared to the briefcase situation which lacks a lot of variety and stupid reasons to spend money to dunk on your snobby peers (a major gameplay feature IMO) I think they offer a bit more of an interesting twist with some very specific item-limited utility. Perhaps they may even serve as the sort of fashion object a player tailor of great renown may get to design an example for a fashion brand of at occasional times in the future.

I think wearable containers are a bad idea, but otherwise I like all other aspects of this.
A pistol should fit too.
I think what does/doesn't fit is going to be a concession to the wearable containers thing ReeferMadness brought up. It's why I excluded Credchip, as well. Though I've implied that stealing them while worn may be a slightly different interaction more related to ripping them off via strength and speed than pickpocketing what's inside (both of which are options).
I'd settle myself for having unimplemented container names stricken from the forbidden clothing list. If containers are too much of a code nightmare to deal with further, then having cosmetic versions is a reasonable compromise to my mind.

There's no coded purses, messenger bags, backpacks, duffel bags, hobo bags, clutches, satchels, totes, et cetera. Pretty reasonable that players could make those for cosmetic roleplaying purposes devoid of functionality I think.

Don't we already have containers kind of with holsters and sheaths. The only way to get stuff out of those as far as I'm aware is to remove them forcefully. Couldn't you essentially achieve the purse by putting 5 continues inside one container and then label them and restrict what can be put in them like you would weapons? I know nothing of the code so take what I saw with a grain of salt.
I think the point here is a very real decision was made around wearable containers years and years ago with game design. While saying this wearable items would exist but somehow function with existing thievery code kinda goes in the face of that.

To 0x1mm' s point, I have seen players simply create tailored items to accomplish this facade in the past, and perhaps that is the best avenue.

I haven't tested the whole lot of them but several years ago a bunch of prohibited keywords came in for quasi-functional garments (mainly to do with making clothing seem like armor or ponchos) and various bags got blocked at the same time. Backpack is the main one I remember because there was a whole thread about players wanting them.

Some of those might've changed since, it's been a while since I was making accessories.

One of the reasons we can't RP having non-existence container items is because it creates the expectation the player is holding those items and they're available to pickpocket/steal/murder you to get.

One of the problems, imo, which is attached by same line of thinking is if you allow players to make items which suggest they're containers, players are going to want to try to steal/pickpocket/run over you to get with the expectations they could have something inside. But since that's not codedly possible to do for those aesthetic items, it's the same type of expectation problem.

Where that technically can be true also for walltets/briefcases/holsters/rifle bags, etc, as those could be empty, the opposite is true in it's codedly possibly they might not.

The reason I mention (some?) cosmetic containers being blocked (and unblocking them as a solution) is because a while ago I had an idea to treat held or worn containers as child objects to a player's inventory whose contents would show up in their inventory list under a heading for that container, and could be stolen as if they were freely held.

Then I realized that other than the inventory headings this was basically identical to a cosmetic container than characters just pretended to add and remove things from, so it seemed a bit superfluous. If players can actually make purses then roleplaying their use does get 95% of the way there I feel.

Okay but what happens if someone tailors a purse, which doesn't have coded functionality to actually hold items, RPs putting makeup in the purse, and a person steals the purse for the makeup and the makeup isn't there because the purse isn't actually a container.

Johnny (IIRC, it could've been a different staffer) talked about this a few (or maybe longer than a few years ago) about how by doing this it creates the idea for other players witnessing it that there's items inside and the expectation if you take the one item you're getting the rest of the items.

I agree with reefer that too many wearable containers is a bad idea and I feel it's very much a design choice to only have a select few which have a lot of restrictions, as much as I love the idea, But also creating cosmetic items which showcase themselves as containers but aren't codedly functioning as containers creates the problem Johnny talked about a long time ago.

What happens when I do the same for a jacket? Really this logic could apply to anything the game doesn't codedly support which is 90 percent of all roleplay.
I'm stating that in a rhetorical way, I know it's not your argument Crashdown. You're correct, at least as far as I know, that Johnny made the call to block cosmetic containers. I just think the outcome of that was worse than any negative consequences that might've come from players being confused between non-functional and functional containers because there was never any functional true containers implement at all.
Apologies for the run-on triple post here. I meant to write 'functional wearable true containers'. The distinction being that the one true carriable container isn't wearable, and holsters are (in my mind) not true containers because they're only flagged for a single item category.
My two cents....

I have no issues with expanding containers as long as a lot of serious thought is put into it. A purse that is essentially a reskinned briefcase? I don't see the harm. A briefcase, however it's skinned, you can wear? I'd be more concerned.

Also, if we want more coded containers and staff is okay with it, then I think they would need to also be very strict about not allowing any kind of custom made containers. Or a person will never know if a container is real and worth stealing or not. It is important that any player to know if what they see is a real container or not.

End of the day, it's going to be up to staff. Is it worth the intense discussion and consideration needed to expand containers in a balanced way? Are there other aspects of the game they feel are more worth that time and effort?

Still, I think a reasonable version of this that wouldn't take a lot of time and effort would be to just make a couple variations of the briefcase. Functionally identical but with slightly different looks and maybe capacities. Coupled with a hard line ban against any tailored containers.