Encumbrance Based Inventory System

Forum for suggesting changes to Salem.

Re: Purely Food

Postby Procne » Wed Sep 24, 2014 11:28 am

Darwoth wrote:as a baseline "penalty" encumberance also opens all kinds of side possibilities for it's use.

"injuries" while ***** around and encumbered, combat or darkness mob poisons that weaken and thus encumber you, witch curses, poisoned food, tainted water, suffocating mine air etc are all things that could be intertwined with said mechanic to create a ripple effect, thus depth.

Sounds fun. I believe it's already planned with darkness, withcraft and impurities updates
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Re: Encumbrance Based Inventory System

Postby TotalyMeow » Wed Sep 24, 2014 6:31 pm

Okay, I've moved this idea out of the Purely Food thread and into I&I so you can all talk about it easily without derailing and competing with other conversations.

In my opinion, I like this idea. The first MMO that I ever played had a combination bulk and weight based system and it wasn't at all difficult to comprehend. Mostly, things that seemed like they should be heavy like pieces of ore and large weapons, were and things that seemed they should be light like flowers and pieces of cloth, were. I don't think any new player here would have trouble understanding that what they can carry is based on their strength (Max Yellow Bile?) and that things that should be heavy, are.

I do think there are some important questions to work through though. Like how will inventory be organized now? I like to go around with my inventory open so if it continues to be slot based, just with tons of slots to make sure the limit is not space, that could get awkward. If we remove slots, will we just throw everything into a blob-like area called 'inventory'? Maybe it looks like a list ala Skyrim? Currently, having an inspirational in a backpack can help you not accidentally toss it on a fire as kindling, would that go away? How will backpacks and pockets function now? If not as extra slots, what is their new benefit? If we no longer have a slot based inventory system, how will Gluttony work? We certainly can't have infinite pieces of food in your inventory for Gluttony. Does everyone get a default 'picnic basket' with limited capacity for portable gluttony perhaps? And what happens when you are overweight?
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Re: Encumbrance Based Inventory System

Postby Darwoth » Wed Sep 24, 2014 6:50 pm

uo/darkfall sorting, this is darkfall's inventory keep in mind it is jumbled up and messy looking as it was a screenshot of a bank i had looted and it was all just thrown around plus it is transparent.

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but what you see is.....

1> metal "vault" is the root inventory.
2> there is one bag inside the bank.
3> the bag directly top middle is the inventory of that bag where you see sub bags etc that are the others you see with their various items.

the bag weighed several thousand pounds and was not able to be moved by players, but there is no limit weight limit inside a vault.

you have one master inventory that you can then organize IF you want to with sub bags that are their own master inventories, under this setup weight is the single limiting factor.


UO had basically the same system combined with a 255 item and/or 500 pound limit for any non vault. when encumbered you started moving slower until finally you were unable to move.
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Re: Encumbrance Based Inventory System

Postby Darwoth » Wed Sep 24, 2014 6:57 pm

pockets could be transferred to only being able to hold a small amount of weight and retain their current portability function with those lightweight items, it could be cumulative and turned into a "rating" stat as well with the higher oiur "pocket stats" the more **** you can port with.

gluttony could be made table only and retain its slot dynamic or just be assigned an item limit.
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Re: Encumbrance Based Inventory System

Postby Feone » Wed Sep 24, 2014 8:44 pm

I rather like a the idea of a mix of weight and space based system.
Things like pockets should be limitted by space imo. Backpacks could be a combination. If you set a max weight for the whole backpack and then just stack smaller items in a slot then you can use both systems intuitively.


It might require a little bit of thinking on what type of inventory to bring when you go out etc but I think that fits nicely with Salem. People who are too stupid to figure out any of the inventory systems in this topic so far won't make it past the char creator anyway.
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Re: Purely Food

Postby loftar » Thu Sep 25, 2014 2:08 am

ImpalerWrG wrote:First rule of Interface: The quicker an interface is learn-able and usable the better it is.
So encumbrance is by definition inferior not superior.

I agree entirely! For the furtherance of this goal, I propose we replace the whole complex gluttony system with a simple button for each humour that says "+1". You click it and get +1 to that humour. It's so simple and intuitive!

In other news, you will get my Emacs only by prying it from my cold, dead fingers.
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Re: Purely Food

Postby Orcling » Thu Sep 25, 2014 2:29 am

loftar wrote:In other news, you will get my Emacs only by prying it from my cold, dead tentacles.


Fixed that for you.

On another note, bags within bags within bags within bags are not such a bad idea~
Why not add in bags of holding too, that reduce weight of items held within. After all we'll be having witchcraft eventually, magic happens!
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Re: Encumbrance Based Inventory System

Postby trungdle » Thu Sep 25, 2014 4:40 am

Liked it. Always wonder how the hell can I carry 14 boards of plank, and a shovel, and a sword at once.
Also I love UO and Diablo II''s system.
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Re: Encumbrance Based Inventory System

Postby loftar » Fri Sep 26, 2014 2:59 am

trungdle wrote:Also I love UO and Diablo II''s system.

Isn't Diablo II purely slot-based, or do I remember it wrong?
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Re: Purely Food

Postby RonPaulFTW » Fri Sep 26, 2014 3:00 am

loftar wrote:
ImpalerWrG wrote:First rule of Interface: The quicker an interface is learn-able and usable the better it is.
So encumbrance is by definition inferior not superior.

I agree entirely! For the furtherance of this goal, I propose we replace the whole complex gluttony system with a simple button for each humour that says "+1". You click it and get +1 to that humour. It's so simple and intuitive!

In other news, you will get my Emacs only by prying it from my cold, dead fingers.
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In many senses Loftar is the best troll on the forums.
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