Inventory Management

Forum for suggesting changes to Salem.

Inventory Management

Postby Rantul » Wed Nov 13, 2013 5:36 am

Issue:
I have never understood why some games make managing your inventory as the most challenging aspect of the game. Salem being a guilty culprit...I understand limits within and for a good reason.
General Ranting: (can skip reading this part)
I suppose we don't want people running around foraging and keeping everything they forage without spending the majority of the time walking back and forth from their claim or harvesting more than 2 fields at a time, assuming you don't have massive plenty or you do 1 field and run back store, go pick up everything that dropped on ground then back and store....A pathetic excuse for inventory space with a pathetic excuse for additional backpack space, topped off with insulting excuse for space that pockets give. This is the most irritating feature Salem has, besides the endless hours of foraging for purity and never finding any. As much as i do love sandboxes, Salem is pretty rough at times to endure.

Issue Continued:
I have to ask though, does this make the game better?
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Re: Inventory Management

Postby jwhitehorn » Wed Nov 13, 2013 11:01 am

To answer your question.... Yes. Having to "manage" your inventory is part of what makes a crafting game challenging. Having 999 bags that can hold 24 things each (i.e. WOW) just makes it so you are full of clutter carrying around things you don't need and not make important decisions on what you carry.

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Re: Inventory Management

Postby Kandarim » Wed Nov 13, 2013 11:30 am

I concur. Giving us "infinite" inventory space would introduce a lot of balancing issues, not to mention lazy people. As it is, I think there's a pretty nice balance between buying storage space (cupboards/sheds) and tossing junk out.
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Re: Inventory Management

Postby Procne » Wed Nov 13, 2013 11:49 am

While in general inventory space is ok I always had 2 issues:

- Foraging for simple items like chest nuts or mushrooms. Inventory was filled with those so quickly that I spent more time running back to my base to empty bags than actually foraging. I think this could be fixed with some special bags for small and common items like nuts, mushrooms and herbs.
- Cooking dishes requiring multiple ingredients, like aztec abatoir. Running between containers to grab ingredients, just to craft 3 or 4 dishes in one go was kinda annoying. This could be fixed by introducing some new furniture like cooking table with integrated stove, where you can place many ingredients and then just use them all to craft food from those.
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Re: Inventory Management

Postby jwhitehorn » Wed Nov 13, 2013 12:00 pm

I agree with Procne. I think the happy medium in all this might be an equip able "bag" that would allow you to carry a ton of forage-ables. Maybe a 2-handed item so that you couldn't use a sword if you chose to use it.

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Re: Inventory Management

Postby Cheena » Wed Nov 13, 2013 2:24 pm

In my opinion, the easier thing to do is still to allow some items to be stacked, like the seeds.
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Re: Inventory Management

Postby Procne » Wed Nov 13, 2013 2:29 pm

Cheena wrote:In my opinion, the easier thing to do is still to allow some items to be stacked, like the seeds.

It would be, but then it gets problematic with purity.
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Re: Inventory Management

Postby Cheena » Wed Nov 13, 2013 3:13 pm

It doesn't in the stalls, why would it be a problem in our own inventories ?
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Re: Inventory Management

Postby Procne » Wed Nov 13, 2013 3:25 pm

But then you lose the ability to manage them in your inventory. To take from the stack the first item that was put there you would have to take out all items from the stack first. Doable, sure, but separate bag would work better imo, just like seed bags work in H&H
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Re: Inventory Management

Postby jcwilk » Wed Nov 13, 2013 7:39 pm

jwhitehorn wrote:I agree with Procne. I think the happy medium in all this might be an equip able "bag" that would allow you to carry a ton of forage-ables. Maybe a 2-handed item so that you couldn't use a sword if you chose to use it.

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Ooh, I like the two handed bag idea, that would be highly restrictive yet would make foraging so much less painful. Could make it the same as the backpack where you can't unequip it unless it's empty, maybe even some type of restriction like it being Any Plant... Or maybe item-specific bags like the other thread about XL ore backpacks (though I like the idea of a 2 handed bag more than a bigger backpack... except that might be tricky with mining since you can't chip and hold it at the same time)
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