Economy / storage

I would like to know a little more about how the economy will work in this game. How do you think trading and money will work? Do you think there will be an area to store money/items (safehouse or backpack)?

Also how will the game be set up to carry items such as food and clothes? Will it be like Skyrim where you have a weight limit or maybe something more realistic where you can only carry certain items at a time?

Im sure you will have a house.

For example you’ll most likely roost in the miller’s daughter’s uncles mill house for a bit, maybe grab a chest and store your stuff in a chest or a crate.

you won’t have a lock though

I heard somewhere something about having a packmule, but I’m not sure if it was a backer’s wish, or a planned thing. I would however really like having those in the game.
This brings me to another idea - if you return from a successful battle with a packmule loaded with weapons, armor and other things of value, you probably shouldn’t be able to enter the store with it. You would have to go inside alone only with what you can carry and sell your load part by part. Now what if there was a random (i.e. unscripted) thief that would take advantage of your unguarded fortune? Or is this already crossing the line between a game and a reality simulator? :wink:

I imagine you could get saddle bags for a horse. i just hope you have to own a horse or be given a horse before one comes to you and maybe a whistle is for a certain range only, a way to keep this from getting stupid make the horse return to your house if you go a certain radius from it or something

It is going to be fascinating to see how they do economics, I am very intrigued by the possibilities there.

As far as inventory goes, I hope either the amount of ‘loot’ or the ability to carry it is severely limited compared to the traditional fantasy RPG.

It might just be me, but the ability to carry virtually everything you find creates a real disconnect. Personally I would rather have to make some hard decisions.

In Skyrim for example I would wind up carrying dozens of potions, spare weapons, an extra set of armor, a dozen books and a couple weeks worth of food (that served virtually no purpose) And every house was chalk full of so much ‘stuff’ that the PC should have been on an episode of Hoarders


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I agree, The Elder Scrolls games are quite silly in this regard and KCD should do things differently and better.
However I’m not sure about limiting the player’s ability to loot. In medieval times a victorious battle usually turned into a real loot-fest and it would be quite unfair to prevent the player to partake in this activity, especially if he himself killed many well-equiped men.

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I agree there. It’s silly to be able to carry 4 sets of armor on you simply because you have a high strength. I think it would be awesome if inventory was limited by size, as well as weight.

ex: You can carry X lbs, but you have to make the items fit in your backpack/pocket/what you are using to carry them if you’re not wearing them.

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Being that our game play boundaries are only 3km x 3km being able to only carry a realistic amount wouldn’t be so bad. The map is not so large that Its too far to have to run back and get the rest. Sure, the rest may be missing by the time you returned, but this is where strategy & luck come into play: Taking what you think you need most and praying that you were right.

I’d love to see this game continue with as much realism as can implemented. I realize it isn’t always the best route to take, but I’d like to see Warhorse give it a try since we have such a small map.

This all brings up the next question of bartering. If you are able to convince people to do things or give you items through intimidation or persuasion as shown in the video stream, then theoretically you should be able to do the same for prices. It will be interesting to see how they go about persuasion and how in depth they make the system work

^ This.

I do not see any need for mystical boxes that magically transport all your items from one place to another on a map while seemingly being able to store items that are clearly larger than the box they are put into. Nor do I want to see a character that is able to run around with an entire mine full of gold in his back pocket along with six or seven different sets of armour crammed into a small backpack or under the saddle of a horse.

I would rather see and play something far more realistic.

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Inventory space should be limited to resemble reality more closely. The player should to have to decide what’s more of value to him and what should be dropped or left behind. Maybe limited slots for items of the same kind.
Also, no silly trade system where I can rise from beggar to emperor in no time, money-wise, as someone mentioned in a similar topic:

Since the game is going to feature advanced crafting across various disciplines some method of storage greater than what will fit in a backpack will need to be employed. We’ve already been told that a horse can be a source of additional carrying capacity. Having some storage near the crafting areas would be ideal, such as a trunk in the hero’s place of dwelling. A balance will need to be sought between realism and making the crafting frustrating; the best way to deal with this is some kind of storage that isn’t prohibitively far away.

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Hmm.

What could work is have a horse’s saddle bags treated as the player’s extended inventory, assuming the horse is hitched outside the store (or otherwise nearby). While it would be ‘realistic’ to go back and forth from the saddlebags, it would get very frustrating quickly. Maybe a full-on CART of loot would require back and forth trips, or follow the same sort of proximity idea.