Viewing as a guest Sign up Log in
NOTICE: Icebound is currently in its Beta Playtest phase. Features, systems, and content are subject to change without notice. Please report bugs and issues in Bug Reporting.
Board Index » Feedback & Suggestions » Persistent Props and Environmental Clues
Persistent Props and Environmental Clues65 views
Log in with your shard account to reply, or see how to sign up.
Player
Posts: 15
2026-09-10 23:18:01 UTC#1

Player [nodecay Command

A couple of us have been discussing this possibility and trying to flesh it out. 

Would it be possible to introduce a limited [nodecay command for players, mainly as a way to leave temporary marks on the shared world without needing staff to place or lock things down?

Something like:
[nodecay 14
[nodecay 3

...with the number determining how many days the targeted item remains before normal decay resumes, up to a maximum of 14 days.

It might make sense to tie access to the same registration process that currently directs players toward the forums. That would give us a natural point where the privilege can be tracked and, if necessary, revoked for abuse.

The purpose would not be secure storage or outdoor housing. Items would remain completely movable and stealable. It would simply let players create some temporary permanence in public spaces.

Examples might include:
newspapers or books left around a common room;
chairs around a campfire;
drink dispensers or event props;
a small memorial or shrine;
outdoor decorations for a player-run event;
litter in a street or alley for someone else to complain about or clean up;
crates, debris, signs, tools, or other evidence that an area has actually been used;
a shared water barrel beside a garden that players periodically refill.

Keeping these objects movable would be preferable to locking them down. A newspaper on a bench, chair beside a fire, or crate in an alley should be something another character can steal, move, throw away, or complain about. In that sense, leaving an item in a public space is also accepting the normal risks of leaving property unattended. 

That interaction can itself become RP. A barricade can be dismantled. Garbage can be cleaned up. Someone's outdoor chair can disappear. If you leave something valuable in public, you probably should not expect [nodecay to make it safe.

That also means most minor misuse can be player-policed simply by picking up or disposing of the offending objects. 

There would still need to be a common-sense expectation attached: the intent is to add little bits of lived-in permanence, not cover town in compost and argue that the NPC population somehow failed to notice.

For accountability, these items could also work consistently with the existing graffiti system and Forensics. Ideally, Forensics could establish roughly when something was placed without immediately revealing who placed it. That gives players something useful to investigate without turning every clue into an OOC answer of, “Viktorie set this up.”

My preference would be for the actual character responsible to remain hidden from normal Forensics results, while still being recorded so staff can access if abuse needs investigating. This is mostly to keep things grounded in reality and not force the investigator to make up some convoluted reason why Miss Bellamy clearly left this bloody knife here.

The 14-day cap should also mean abandoned clutter eventually cleans itself up without staff intervention.

Player Environment Tiles

As a companion feature, we also talked about giving players a very small number of active environment tiles, similar to the ones staff have used in places like the watchtower.

Even one active tile per player could be extremely useful. A slightly higher limit might be reasonable, but I would keep it deliberately low so nobody turns every hallway into twelve consecutive paragraphs of environmental narration.

Environment tiles produce a short descriptive message when someone steps onto it, sometimes with a skill requirement.

That would give the players the ability, like the staff, to indicate:
*The apartment carries a faint smell of baked bread. *
*There are muddy footprints here leading toward the alley.*
*Someone has scratched three shallow lines into the wall.*
*The snow here looks recently disturbed.*

We also discussed, if they attach a skill requirement, the creator should also need to meet that requirement themselves. Someone should not be able to create a Medicine, Tracking, or Skullduggery clue beyond their own character's ability to establish.

The existing staff environment tiles can, I believe, also use optional/ranked skill checks. Something obvious like:
Everyone: *Broken glass is scattered around the doorway.*
Skullduggery/Forensics 50: *Several fresh scratches around the lock plate suggest someone may have tampered with it.*

These could follow the same temporary persistence rules as [nodecay and remain removable by other players.

And that vulnerability is intentional. Someone can leave tracks and someone else can erase them. Ideally, removing an environment tile would clear its visible message while leaving enough of a hidden record for Forensics or staff investigation, rather than completely deleting it. 

Like graffiti, a player could mark a smell, stain, disturbed snow, damaged wall, hidden clue, or scrub all of the above without requiring staff to physically build the scene.

Taken together, [nodecay and environment tiles would give players a lightweight way to leave both physical objects and descriptive evidence for other players to discover and react to.

Common-sense RP rules would still apply. These features should describe things your character could reasonably place, alter, or establish in the world, without dictating another character's reaction or conclusions. They shouldn't be used to harass players, circumvent normal RP limitations, or create environmental changes the surrounding population obviously would not tolerate. 

Thoughts?


K
Player
Posts: 27
2026-09-10 23:38:05 UTC#2
i motion we adopt the proposal as written. +1
X
Player
Posts: 41
2026-09-11 20:34:25 UTC#3
I love it! Great idea.
Staff
Posts: 27
2026-09-11 21:19:33 UTC#4
That gives players something useful to investigate without turning every clue into an OOC answer of, “Viktorie set this up.”

Poor Viktorie catching strays! 

As we discussed, love the idea. Graffiti doesn't have a "dead to rights" function like murder (I don't think? I'll check that), so it should always remain hidden and only provide simple leads.

My only worry is being petitioned to punish a player for what NPCs would reasonably react to, i.e. if you make a heretical bloody shrine in the middle of town, or lewd drawings on the boiler, or something like that, people are going to ask what the NPCs saw over Forensics, and why the NPCs didn't stop the culprit, and we can't be dealing with that. So I'd love to know what's the cleanest way to write up common-sense guidelines to make sure we avoid enabling situations that would narratively enable calls for staff to intervene.

Additionally, I'd be interested in what we think is a good item limit of what should be reasonably allowed, and if it should be time gated to account age, or PC time played to help police good practices.

Player
Posts: 15
2026-09-13 14:12:01 UTC#5
Sure, that's a very reasonable concern that we'd probably need to refine. Just to start the discussion, I think it mostly comes down to a few clear buckets: creator guidelines, finder guidelines, and abuse.

For the creator: 

Only use these tools for things your character could reasonably have placed or altered without obvious NPC intervention. If the scene only works because nearby NPCs somehow failed to notice, object, or interfere, it probably should not be created this way.

For the person finding it: 

React to what is actually there rather than treating nearby NPCs as witnesses. Investigate it, move it, clean it up, dismantle it, or otherwise handle it in-character. Give the creator the benefit of the doubt that the scene was made in good faith rather than petitioning staff to explain what surrounding NPCs supposedly saw or did.

For actual abuse: 

If someone is clearly using the tools to harass, spam, obstruct, or otherwise abuse the system, report that as a rules issue. Staff intervention should be for misuse of the feature, not for supplying missing NPC reactions after the fact.

I'd also be perfectly happy with some items simply being blacklisted. Compost is the obvious example. A compost pile beside a garden bed could be legitimate, but I strongly suspect it would get more mileage as a harassment tool than as atmosphere.

As for time-gated access, I like tying it to actual playtime rather than giving it immediately. Something like a week-old account and ten hours of active play wouldn't prove someone is an experienced roleplayer, but it should at least give a new player some time to understand the setting before they start making persistent changes to it. More privileges could always be unlocked later if that were worth doing.

For environment tiles, I'd start very conservatively at one or two active tiles per character. If the simplest implementation is one tile that gets replaced when a new one is created, great. If multiple tiles are practical and the oldest simply drops off when the limit is exceeded, even better. I'd rather start with something easy to support than turn this into a wishlist before I know what's feasible.

I'm less certain about a hard [nodecay item limit. The 14-day expiration already prevents permanent buildup, and abuse should be fairly visible and traceable.

That said, I can see the argument for a cap just to prevent technically-valid-but-spammy uses, like marking a trail through the wasteland with hundreds of spider meat chunks.

If there's an easy way to track nodecay'd item IDs per character, something like 25 active items seems generous enough for actual scenes while still preventing ridiculous quantities. Items could fall off the list when they decay, are picked up, or when the oldest entry is replaced after hitting the cap.

Those numbers are mostly placeholders, though. I don't have enough technical background to know which of these restrictions would be simple or annoying to implement, so I'd be perfectly happy to defer to whatever version makes the most sense on your end once it has a chance to be discussed fully.

A
Staff
Posts: 12
2026-09-13 15:11:23 UTC#6
So I can pretty easily gate these by making it so that you can't make them if you still have the New Arrival buff (played less than 12 hours) and have to have registered your email address to your account. I can them be logged so we see the contents of them when they're created. I'll work on a simple version for testing.
Log in with your shard account to reply, or see how to sign up.