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Re: Treat the quickslots as a belt !
Posted: Thu Nov 21, 2013 11:05 pm
by Mayweed
rijackson741 wrote:
Great idea! Real belts could also have other properties, such as BC, etc.
Arulir skin belt

Re: Treat the quickslots as a belt !
Posted: Fri Nov 22, 2013 5:49 am
by rijackson741
An Arulir skin belt would be very stiff, so a good BC, but no AP cost reduction. A snake skin belt though, which perhaps could be obtained fairly early in the game, would have a low BC (maybe 0 BC), but would lower the usage cost of items in the belt by 1. A venomscales skin belt could be obtained later in the game, and would have a small BC and would lower the usage cost by 2. Even later in the game, maybe a belt that lowers usage cost by 2, but has 4 slots. There could be many other belts too, which may or may not affect the usage cost of items held in the belt, but unlike other armor only a belt could have the property Zukero suggests: lower the usage cost of an item in the belt, but not an item in inventory.
Re: Treat the quickslots as a belt !
Posted: Fri Nov 22, 2013 1:05 pm
by fiernaq
I think Mayweed is onto something.
^ there's a joke to be said there but I'll calmly refrain from making any bad puns.
Re: Treat the quickslots as a belt !
Posted: Fri Nov 22, 2013 1:59 pm
by Oet
Mayweed wrote:Well, if we have a belt, why not a real one?
Fom the beginning we'd have a standard belt with three slots and without reduced AP (just as it is now).
Later in the game you could buy or loot better belts, with more slots and /or reduced costs.
No skills required.
Superior idea!
fiernaq wrote:I think Mayweed is onto something.
^ there's a joke to be said there but I'll calmly refrain from making any bad puns.
There is no bad puns. Go for it!

Re: Treat the quickslots as a belt !
Posted: Fri Nov 22, 2013 6:30 pm
by ctnbeh13
Belts, as well as other related "equipped" items have been discussed, and hopefully not a consideration that will be abandoned. The addition of such items requires a redesign of the equipped items screen/display. So, for now, other design elements are higher up on the priority list.
Don't stop talking about it, or any other ideas that you would like to see implemented. It's these kind of discussions that launch new ideas, and make their way to polls and priority surveys, when there is enough interest generated.

Re: Treat the quickslots as a belt !
Posted: Sat Nov 30, 2013 12:24 am
by Beirlis
+1
Also, I like the idea of having equipment slots that have varied uses, but that have some occasional rare items that add something cool. For instance, lord of the rings online has a "pocket item", some little noo-nad that you carry around in your pocket (for luck or whatever). Such a slot would never have items that have any appreciable bonus to standard armor and weapon stats (such as AC, AD, BC, etc.) and will either have tiny bonuses to standard stats or something cool, like an actor condition or some other type of stat/bonus that isn't added by any other item type (Andor's Trail seems to use the necklace slot a little like this). I think that a belt slot is a perfect example of this! One that would reduce the AP of items used from the quick slots (to a minimum of some value, like 1, so we don't end up with an exploit). It could even alter the number of quickslots (maybe reducing it, I dunno).
But there are lots of slots to consider: belt, earrings, pocket, nose (something you stuff up your nose), back (cloaks and capes), shoulders (more for armor), bracelet (although that can conflict with the idea of an armored "bracer"), and you can even make up things, like a "gem" or a "charm" slot as well as something story related. An example of a story related "slot" would be a religious symbol or idol. Or maybe people in some culture carry around a
fetish (i.e., a carving), but they can only ever have one, so you make it into a slot.
OK, just kidding about the nose thing.... really...
Re: Treat the quickslots as a belt !
Posted: Sun Dec 01, 2013 3:47 am
by Covenant
+1
Yep, I'm on-board with this idea - it fits with the game.
Re: Treat the quickslots as a belt !
Posted: Sun Dec 08, 2013 5:33 pm
by Sarumar
Zukero wrote:Hello fellow adventurers !
I don't know how you use quickslots, but for me, it's just quick access to my daily hourly dose of bonemeal.
There's a discussion ongoing, following the priority survey, about how to treat one-use offensive items, like grenades poison bombs for example !
So, I had an idea : why not give an AP-cost reduction to the quickslots items usage during battle, but add a full item usage AP cost to changing the quickslots item during battle.
It would add a battle preparation side, by engaging players to carefully prepare their belts before rushing through an area.
I know it wouldn't be "realistic" to be able to have all the items of a kind on your belt (like, I currently have 7K+ BMP... heavy belt, almost lost my shorts !), but who cares ! We already have a magic bag able to hold an unlimited number of shields and maces and broad swords on the back of a young kid !
What would you think about it ? Maybe requiring a skill (1st SP to have -1AP cost, 2 SP for -2AP cost) ?
+1 for the idea of AP -cost reduction on the quickslots item!
ctnbeh13 wrote:Belts, as well as other related "equipped" items have been discussed, and hopefully not a consideration that will be abandoned. The addition of such items requires a redesign of the equipped items screen/display. So, for now, other design elements are higher up on the priority list.
Don't stop talking about it, or any other ideas that you would like to see implemented. It's these kind of discussions that launch new ideas, and make their way to polls and priority surveys, when there is enough interest generated.

+1 I agree!