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Limited size inventory
Posted: Fri Aug 09, 2013 8:59 am
by positive
Can you really imagine a hero figthing with dreadful monsters, who has hundreds (or thousands) different kind of items (swords, axes, shields, armors, gems, rock, potions, meat, and so on...) in its pocket or backpack? I can't.
The amount of the carryable items should be limited. Each item should have a weight attribute, and the actor has an ability to carry a defined (improvable) amount of weight.
A safe storage opportunity may also be useful for the spare items. (For example locked boxes, chests, crates that could be bought from innkeepers.)
Re: Limited size inventory
Posted: Fri Aug 09, 2013 12:47 pm
by fiernaq
I agree with the concept but I don't think it would be feasible to make this change yet and maybe even never. Allow me to explain:
The way the game is built right now, you pick up an inordinate amount of basically random junk loot from odd monsters. You then have to carry that loot back to someone that you can sell it to. If you could only carry 5 pieces of meat (example) this would drastically limit your selling power. You'd be spending 90% of your time traveling between your hunting grounds and the shop just to get a piddling amount of gold. Every item in stores would have to be re-valued since you couldn't afford as much. You'd also basically be limited to one set of equipment because carrying another set would prevent you from picking up much loot and nobody is going to travel all the way back to the place where they left their other equipment sets just to change into it.
Another issue crops up with healing items. Some of the trips we take (to Remgard for example) are rather lengthy and dangerous even for people that way out-level the content simply because of the actor conditions some of the monsters can impose on you. Without access to a plentiful supply of healing items, those trips would be forcibly delayed by a considerably length of time until you're over-powered enough to simply brute force your way to the end where you gratefully sink into a bed at an inn to recover.
In other words, while adding a weight system to any game can significantly improve the realism, it often-times breaks the fun and forces a nearly complete rewrite of how the game plays. The UnReal World is one game where they successfully included weight and limited inventory but that game is also very different from AT in terms of gameplay. Honestly, I just don't see how we could add weight to AT and keep it as fun.
Re: Limited size inventory
Posted: Fri Aug 09, 2013 1:04 pm
by PK17
This has been brought up a few times now.... a big -1 from me.
Re: Limited size inventory
Posted: Fri Aug 09, 2013 3:20 pm
by positive
@fiernaq: It would be more complex indeed and maybe a bit uncomfortable, but personally I do not consider complexity as a disadvantage in a game like this. And it shouldn't be overrestricted.
With my current build (only level 17) I have 428 items (9 worn), but I usually use 5-20 between two possible storing places. And hundreds that I won't use ever. How many do you use?
Currently I try to sell only those items that I bought before, and I do not use potions at all. Beds, meat, regeneration is my healing possibilities.
I sold only about 30-50 items with this bulid, and I think I have visited trading places at least in 2-300 cases.
The way to Remgard is a tough place, you shouldn't start that journey until you are not strong enough.

However you can use the potions, meat that dropped on the way also, and you sholudn't have carry that. Maybe potions would also heal a bit more. And yes, after a long journey you really want to go a bed to recover. What is the bad in this?
With limited space you won't pick up all the things you get. Is this bad? Do you really need all the insect wings, animal hair, ...? I bet just for the money.
@PK17: Can you post some links? I didn't find any, and I do not want to rediscuss a bad idea.
Re: Limited size inventory
Posted: Fri Aug 09, 2013 3:50 pm
by sorrow
I agree with pk its a bad idea.
Lets say you want to carry more items. How would we do that? We would have to create a new stat like strength. Then how would strength effect the game? Would strength be added to how much damage you do? Or would it be for only carrying item? If it is included in damage then the dev team would have to go back and redo all the monster to add strength. I'd think that its pointless right now. Also say you need a poison gland but you are carrying potions and your filled up on them. What do you do? Do you drop your potions for the gland? And what if you die do all the items you drop vanish?
Re: Limited size inventory
Posted: Fri Aug 09, 2013 9:24 pm
by positive
The basic idea and its implementation are two different things I think. You don't like the idea because it would degrade the game experience, or because it would be hard to implement?
Quick ideas for the implementation:
1. Static limitation. Let's say the inventory is limited for only 100 items. This is a restriction like that the actor can wear only two rings. Why does he can wear only two? Just because ... I don't know. (I hope my hero have more than two fingers.

) Would it be better to wear let's say five rings? Oh, sure. But it is ok, it is a restriction that we accepted, and we can live with that.
2. Ability independent limitation. For example different size of backpacks could be bought.
3. Semi-static limitation. The weight carrying possibilty could be connected to an existent ability (parameter). For example to the experience (level).
4. A separated new ability (or skill) limitation. For example strength, that could be improved independently from all other abilities, and would have not any effect to the attacks.
5. Global ability limitation, that has an effect on attacks. I always amazed how the game is well-balanced, so I do not prefer this option now.
Also say you need a poison gland but you are carrying potions and your filled up on them. What do you do? Do you drop your potions for the gland?
That is the point. You have to make a decision. Do you need that poison gland enough? Even if you lose a potion? I like decisions. This makes the gameplay more interesting, rather than one-dimensional.
Re: Limited size inventory
Posted: Sat Aug 10, 2013 3:42 am
by Pyrizzle
I am also not a fan of this suggestion in any of it's forms...
One big problem: Having limited storage would also limit the areas we would be able to create, players wouldn't be able to venture as far from the main cities without needing to stop to sell or drop some items.
Yes, you could keep going, but at some point you wouldn't be able to take everything and would have to start ditching stuff to make space (which would also crowd up the ground in spots you leave things, creating a new annoyance)
IMHO It just doesn't seem to be a good fit in the game. Let them have their "Magic Bags of Holding" and adventure on!
Re: Limited size inventory
Posted: Sat Aug 10, 2013 3:46 am
by PK17
The bag contains a rift spell, similar to the one Vacor was trying to open, that leads to the storage unit dimension.
Re: Limited size inventory
Posted: Sat Aug 10, 2013 3:58 am
by sorrow
SO OUR INVENTORY IS LIKE SNOOPY'S DOG HOUSE

Re: Limited size inventory
Posted: Sat Aug 10, 2013 4:08 am
by Pyrizzle
sorrow wrote:SO OUR INVENTORY IS LIKE SNOOPY'S DOG HOUSE

Or the inside of the T.A.R.D.I.S.!!!