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Inventory- & Banksize

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I love the look of the inventory. It's got th structure of grid systems but adds the size element of different items (like a weight system)

 

FYI you can get bags from disciplines like alchemy


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Disciplines can unlock inventory slots for different equipment types, such as potion bags for alchemists, but that doesn't mean that you get the bag for free. You still have to go out and find or make something to put in that slot.


Official "Bad Person" of Crowfall

"I think 1/3rd of my postcount is telling people that we aren't turning into a PvE / casual / broad audience game." -

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I prefer the grid inventory.  Inventory gets messy enough as it is, no need to have items stacked on top of others in a cluttered and tedious mess.

 

Although, I am open to the possibility of grid view for the owner, and natural stacked view for looters, which will require them to "dig" through the inventory for specific items.


> Suddenly, a Nyt appears in the discussion...

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I prefer the grid inventory.  Inventory gets messy enough as it is, no need to have items stacked on top of others in a cluttered and tedious mess.

 

Although, I am open to the possibility of grid view for the owner, and natural stacked view for looters, which will require them to "dig" through the inventory for specific items.

 

Flash inventories are grid inventories with very small squares.

 

You decide how to order stuff in the inventory, it doesn't get "messy" if you don't want to.


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Flash inventories are grid inventories with very small squares.

 

You decide how to order stuff in the inventory, it doesn't get "messy" if you don't want to.

All of the examples provided, especially your first post.... tell a different story.


> Suddenly, a Nyt appears in the discussion...

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http://www.freeactionscript.com/tag/flash-inventory-system/

 

"Flash inventories" are the best... rip darkfall:

 

lootjq4.jpg

 

^^ I would prefer NOT having this as my inventory UI.  The CF current concept is by far, more efficient and less tedious to work with.

 

On another note, ever since "One Bag" addons became available in WoW, it has also been adopted as an inventory [option] in MMOs since (e.g. GuildWars 2), which I also prefer.  Only split the "bag" inventory when the contents demand it.

 

But, if enough players prefer the "Flash" bags, they could add this as another UI option.  Just don't make it the only way.


> Suddenly, a Nyt appears in the discussion...

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I doubt flash bags and normal grid based inventories will be remotely compatible just via having some mod / UI option. Even if it was possible, I doubt devs will ever have the time / effort to doing it. 

 

Its a small shame though, you guys are missing out on the satisfaction derived from having a nicely organised bag. Im getting a boner just thinking about how organised my bank and house used to be.

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So there has been a lot of talk about inventory you can carry on your character. What about bank space, is there any info about that?

Edited by Simokon

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You guys shouldn't go against features you never tested.. really

 

I bet you would love it.

You shouldn't go assuming what our experiences are, really.  I've played games that had it.... many years ago.  So, I definitely know that I'm not a fan of going back.  There's a good reason why that's not an RPG standard... and since you take things literal... UI evolves forward (not backward) and most players prefer a 1D grid over a multi-layered pile.

Edited by Nyt

> Suddenly, a Nyt appears in the discussion...

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So, I definitely know that I'm not a fan of going back.

 

facepalm6.gif.. What's your favourite mmo? ESO? WOW? GW2? Gimme a break.

 

There's a good reason why that's not an RPG standard... and since you take things literal... UI evolves forward (not backward) and most players prefer a 1D grid over a multi-layered pile.

 

Why not a single non-dimensional point inventory? Nice evolution there, mate.

 

There's a good reason why decent FULL LOOT MMOs had flash inventories.

There's a good reason why you're here.. modern MMOs suck.

Edited by Fenris DDevil

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I prefer a grid UI with weight based limitations (EVE, Mortal online, etc.) Inventory tetris is really annoying, and inventory "hunt behind the 20 shields in this bag I just looted to find the gold" is even more annoying.

 

There's no valuable gameplay to be found in UO/DF style inventories aside from tr*lling the people that killed you. Having to move around thirty items because the guy I just killed knows the only way he can inconvenience me is by having a messy inventory is just a bad system.

 

All of the other functionalitythat actually enhances gameplay or aids in inventory management (trapped pouches, subcontainers, etc.) can be done just fine from a weight limited grid.

 

As for the multiple bag scenario, it seems to me from the screenshot that what we're looking at is a main inventory and a specialist inventory. Adding equipment slots is listed as one of the things discs can given you, so its no stretch of the imagination to assume that taking mining would give you a bag slot for bags that only hold mining materials so your low STR guinecian isn't uneccessarily gimped right out of choosing that disc.

 

As for dry looting, I'm split on it. On the one hand I like being able to kill people and get loot. On the other hand having everyone running around with the effective loot capacity of a K-mart delivery semi really messes with an item economy designed around caravans. If the only reason to run a caravan is for a very small number of "caravan required" items, it leads to far less caravans on the road, far less exciting loot, and in turn far less emergent PvP as a result. For this reason I think inventory sizes should be decently large, but not large enough to carry around more than say 2 full sets of gear and some consumables.

 

I'd also advocate a "Nomad" disc specifically used for increasing inventory limits so that any character can specialize in to a loot carrying/sustainability direction, perhaps adding a visible backpack slot for the extra inventory (so enemies know who the loot carrier is) and some downtime reduction and limited field medicine style skills, or other things themed around being able to function away from base for longer periods.


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There's no valuable gameplay to be found in UO/DF style inventories aside from tr*lling the people that killed you. Having to move around thirty items because the guy I just killed knows the only way he can inconvenience me is by having a messy inventory is just a bad system.

 

This is a very poor excuse. First, the guy you killed probably didn't waste time making his inventory messy to screw possible looters.. and I've never seen in my UO/DF career (many years of gaming) one single inventory that was THAT messed up.

 

And that's partially also because, second, the game doesn't have to display the items in the same order as the killed players had them. When one dies, his loot can be displayed so that there's a minimum distance from one object to another (and only when the entire 2D space is filled they begin to overlap). I am quite sure that's how it was supposed to work in DF.

 

Third, weight limitations are there just like in EVE/MO.

Edited by Fenris DDevil

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I personally would love to have an inventory to play tetris with again. I think like many things about this game already that make it so compelling, it would involve decision making. You can't take all of the loot off the corpse of your victim, so pick the best items that you can fit space for and get out of there before someone else comes along to get the pick of both your inventories.

 

I don't foresee any issues with people messing up their inventories just to screw looters if stackable objects are able to just be right clicked and added to your existing stack up to it's maximum. Every other object you should HAVE to look through and decide on anyway, because not only does it stop inventory clutter for the looter it also gives the freshly made corpse a chance not to have absolutely everything stolen from them depending on what the victor needs or wants.

 

As an aside I guess weight limitations would be okay, but I'm not sure if I'd like it to interact with the games physics in making someone heavier themselves or not. On one hand it could be interesting, on the other.. people running around with big chunks of metal ore so they can't be thrown over a cliff or anything would be silly.

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Why are we assuming there is a "bank"? You have an EK with up to 25 square kilometers of land to store stuff in. Magic banks accessible from any 'terminal' in the game isn't really 'hardcore' IMO. You should be able to craft lock boxes and chests (that can be broken open or potentially lock-picked) to hold stuff, plus be able to lock the door of a structure you own (that might be able to be picked), or use your EK.

 

I'd like to think AC isn't going to say "you can only have 100 items in this 7-cell mountain stronghold." It should be "There is infinite storage in your EK as long as you place items into a crafted container large enough to hold the item(s) and drop the container in unlocked cells.


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Coming from an item hoarder, as long as I have space to store the 10k random items that I refuse to get rid of, I'll be happy.

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This is a very poor excuse. First, the guy you killed probably didn't waste time making his inventory messy to screw possible looters.. and I've never seen in my UO/DF career (many years of gaming) one single inventory that was THAT messed up.

 

And that's partially also because, second, the game doesn't have to display the items in the same order as the killed players had them. When one dies, his loot can be displayed so that there's a minimum distance from every object to another (and only when the entire 2D space is filled they begun to overlap). I am quite sure that's how it was supposed to worked in DF.

 

Third, weight limitations are there just like in EVE/MO.

 

Right, by question is, specifically, what does a system in which a single 10 weight item and a stack of 20 items that weigh 20 taking up different amounts of inventory space actually add to play?

 

Take a look at the EVE model, it's just more efficient. There's no upper limit of inventory slots, everything is simply restricted by mass, which is a systemic combination of weight/bulk to simulate cargo limits, and if you need to organize you can just create named subcontainers, and some of these subcontainers actually allow you to effectively increase space (simulating efficient packing methods) by having the container itself weight slightly less than its total capacity.

 

The only possible argument I've heard for such a system is so people can stack stuff in front of other stuff, which, quite frankly, isn't useful for your own inventory in any way. It's the only functional difference I can think of but I'd love to hear more about why people that like that sort of thing actually prefer it that way. I guess what I'm asking is what arguments exist for such a system that actually improve the game in terms of managing your inventory.

Edited by PopeUrban

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Why are we assuming there is a "bank"? You have an EK with up to 25 square kilometers of land to store stuff in. Magic banks accessible from any 'terminal' in the game isn't really 'hardcore' IMO. You should be able to craft lock boxes and chests (that can be broken open or potentially lock-picked) to hold stuff, plus be able to lock the door of a structure you own (that might be able to be picked), or use your EK.

 

I'd like to think AC isn't going to say "you can only have 100 items in this 7-cell mountain stronghold." It should be "There is infinite storage in your EK as long as you place items into a crafted container large enough to hold the item(s) and drop the container in unlocked cells.

 

Why we assume there is a bank? Becuase the gold KS package increases your bank space by 20%, that's why.

On the other hand, why are you assuming that every gooftroop will have real-estate to store their items?

And did you ever notice, that when people use the word 'hardcore' to describe something, it's not really that hardcore? Take the battlefield hc mode... spray&pray wonderland, not treally that hardcore... Pax maelstrom, meh not really that hardcore...

That's why noone used it until you came in here.

 

 

*snip*

 

Why are you ignoring the fact that you can position it freely, aka NOT stack it like you people keep mentioning.

Do we just forget about that?

And I mentioned this before as well: having a huge amount of items in a container is horrible in a grid based system. I took Mount&Blade as an example.

 

And stacking also has its place.

I'd rather stack my weapons and save space in 1 bag, than have multiple bags with 5m long scrollbars on the side:

Stacking bows and staffs in this example

mSvZHEz.jpg4K744c8.jpg

 

feels vastly superior to multiple bags that'll look like this:

 

faybags.jpg

 

Like many many people have said already:

It's only as messy as you people let it be. It's not the system, it's the player.

Stop being lazy bastards and use the clearly superior system.

 

The flash system has everything your EVE system has and even more.

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