Okay, everybody, we've spent time readjusting the search mechanism. This should allow you guys a lot more autonomy while still preserving item scarcity and making people move around regularly. While we have a general idea, there are a few options we've been considering that we would like to get player opinions on.
Our overall proposal is to have a search hub where basic, non-plot-important items are already listed per building. Everyone would be able to simply announce what they're taking on this hub--we would regularly update the list of available items, and we would limit the amount of items that could be taken per search based on the type of search, but aside from that, once items are gone from a house, there would be nothing else to find there until the next month, when items would be refreshed. Items not taken from a building may be moved around or vanish.
You'll still need to reply to the search request page for a few reasons. First, you need to keep us updated on your character's movements, although that shouldn't necessarily require a response from us. Second, if your character is looking for something plot-important, you would have to reply and mention that, as plot items will not be listed, acting as hidden items. Third, if your character is doing something unusual to alter the setting/look in an unorthodox way, you should let us know.
There are a couple of special situations where we have two options for how to proceed that we'd like to hear back from you guys on. The first situation is in the case of the monsters. Currently, we've been rolling per house explored during search requests. Of course, this wouldn't be possible while most searches done were via the search hub, so there's a couple of different ways we could handle monsters under this system.
Option One: We roll per search day based on when you come back to us and let us know your characters' movements. We would then tell you that your character ran into a monster that day, and you would be able to select where they ran into this monster. This provides more control for you guys, but lessens the surprise somewhat.
Option Two: We roll per building searched based on when you come back to us and let us know your characters' movements. We would let you know the specific building your character ran into a monster, as we do now, and if your character dies or is otherwise delayed, you would have to adjust and return items accordingly. This preserves the surprise and tension but doesn't allow as much control for you guys.
The second special situation is in regards to searching unexplored areas. Again, there are two ways we've considered to handle this.
Option One: Searching unexplored squares is done as it is currently, where you report to us all your movements and we reply filling in the map. This allows the suspense of not knowing entirely what's ahead, but will mean that we have to keep the current system in part whenever new areas are introduced.
Option Two: We give you the filled in map ahead of time--not counting any special orange buildings. For example, building 58 would only have shown its green locked half until it was unlocked, when it would be updated to show how it passes through to the tunnel area. This means even new areas can be searched quickly, but takes away the surprise of uncovering areas.
We'd like to hear back from all of you on what you think of this system and the provided options! Of course, if you have other ideas on how to fine-tune the system or other options for special situations, let us know about that, too! Thank you!