Tool belts

Forum for suggesting changes to Salem.

Re: Tool belts

Postby Potjeh » Fri Jul 18, 2014 1:40 pm

A tool belt should provide extra hand slots, not extra inventory slots like pockets. Ie the main point of it would be reducing equipment juggling. I reckon it shouldn't take weapons, though, so people can't run around with multiple loaded guns.
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Re: Tool belts

Postby JohnCarver » Fri Jul 18, 2014 6:55 pm

Potjeh wrote:A tool belt should provide extra hand slots, not extra inventory slots like pockets


I am now starting to see the light when it comes to these tool belts. How many free tools/hand slots would be too many or too little?
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Re: Tool belts

Postby nonsonogiucas » Fri Jul 18, 2014 10:54 pm

Even just one more hand slot would be a fairly big deal to me as I always go around with a lit torch. I can't imagine how you can put a lit torch in you belt thou :shock:
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Re: Tool belts

Postby Potjeh » Sat Jul 19, 2014 12:56 am

IDK, maybe 2 with a simple belt and 4 with an advanced one. It really depends on how many different tools you implement. With a toolbelt there to avoid the annoyance of equipment juggling you could go crazy and implement all sorts of tools (sewing kits, rolling pins, hammers, etc.), but then we'd need a lot more than 2/4 slots.
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Re: Tool belts

Postby nonsonogiucas » Sat Jul 19, 2014 12:59 pm

Potjeh wrote:IDK, maybe 2 with a simple belt and 4 with an advanced one. It really depends on how many different tools you implement. With a toolbelt there to avoid the annoyance of equipment juggling you could go crazy and implement all sorts of tools (sewing kits, rolling pins, hammers, etc.), but then we'd need a lot more than 2/4 slots.


But then it would be just the same right?
I mean, not needing a sewing kit now and needing one later but having it in a toolbelt...

Will it be fun to have to worry about getting a tool belt because there is that much tool juggling? I'm not saying it will or it won't, just wondering...


I think this kind of dilemma presents itself a lot when making additions to a game. Adding a thing and its contrary... like a disease and its cure for example. What we should ask ourselves is: When eventually someone catches the disease, will it be fun to work to get the cure? Will it be fun to work in order to avoid catching the disease altogether? Or will it just be another chore for new players until they can make elixir of cure-all?

Now just as a form of constructive provocation I'll say this:
Why not have the game checking for tools (not weapons, only tools) right in the backpack and remove the need for a toolbelt altogether? After all, its not like we aren't already working to get backpacks and pockets... then in your two hand slots you'll have any combination of weapons (one or two handed) and/or a torch.
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