Encumbrance Based Inventory System

Forum for suggesting changes to Salem.

Re: Encumbrance Based Inventory System

Postby Potjeh » Sat Sep 27, 2014 1:17 pm

Inb4 carrying capacity depends on current (not max) humors.
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Re: Encumbrance Based Inventory System

Postby Trenix » Sat Sep 27, 2014 3:39 pm

I think we should go with an encumbrance system. As for the argument that it's complicated, that's ridiculous. I've dealt with many games that had an encumbrance system and I picked up the way it worked instantly without the need of a wiki or any of that other stuff. If an encumbrance system is too complicated for someone, then I don't see how they can last in Salem. I also can't see how it'll be hard to tell what is heavier than what, just use some common sense, there no memorization required.
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Re: Encumbrance Based Inventory System

Postby KruskDaMangled » Sat Sep 27, 2014 6:19 pm

Trenix wrote:I think we should go with an encumbrance system. As for the argument that it's complicated, that's ridiculous. I've dealt with many games that had an encumbrance system and I picked up the way it worked instantly without the need of a wiki or any of that other stuff. If an encumbrance system is too complicated for someone, then I don't see how they can last in Salem. I also can't see how it'll be hard to tell what is heavier than what, just use some common sense, there no memorization required.


Yeah, you just list a weight for everything, and then something that clearly lists your maximum capacity. The whole thing would probably make you want to use sleds and carts more, and when they come in, pack animals, which are a big thing in Ultima Online in it's modern subscription based form, and the old school free to play shards. Every miner and lumberjack in that has a pack animal. They also have to watch their backs of course, but then that's nothing new here. We at least have the benefit of potentially having our mine behind a wall, with braziers. In that game, it's not uncommon to get spitefully ganked by people or mobs, mining in the middle of nowhere, and the population density of angry mobs that attack you and players is much, much much higher.
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Re: Small Ideas Thread

Postby Potjeh » Fri Oct 24, 2014 8:55 pm

JohnCarver wrote:
thais wrote:i thought of something. like a basket that holds berries. sort of like the bag of seeds or the bag of dry goods work as of now, but for berries. it sucks making berry pies now because they require 12 berries and my inventory only holds 24...


I think general concerns such as this one will be resolved with our new encumbrance system.

I think there's still room in an encumberance based system for specialized storage to extend carrying capacity. Basically containers would transmute x kg of general purpose capacity into y kg of specialized purpose capacity, where y would naturally be significantly higher than x. And I guess this is a small idea ;)
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Re: Encumbrance Based Inventory System

Postby Gromar » Sat Oct 25, 2014 12:34 am

Hm.

I like a weight system in general and humors influencing the max weight one person can carry, also a slowdown for being overloaded or when injured sounds valid.
However, I also think that a slot / volume based inventory has to be considered at the same time. My body and backpack just has so much space to carry something. So items do have weight and volume. Let us assume a backpack has a volume of 20. Grass has a volume of 0.2 and is stackable to 5 units. That means you could carry 100 grass units in your backpack, because everytime the 5 units is reached, you would also consume 1 volume = 1 slot. However - it also depends on the weight of the grass, which might be 0.5 for each unit. so 100 grass would be 50 weight units.

And to become very precise with handling of objects: Any object has a shape and a Halberd for example might need 4 volume / slots. It is not stackable. the weight is 8 (what ever unit you want to use) and it is shaped like an L. 3 top down and 1 to the right (turnable of course) So it will consume 4 slots - but not any 4 slots, but in a certain shape. Which means you have to combine objects that actually fit together to fill all the slots.

Is there anything else that could be considered?
I like a combination of all the systems....


Side note.
and while thinking about it.. I want a weapon rack and a tool box instead of the general boxes that i throw my weapons and tools in when they are stored in the base.
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