Some realism ideas

I despise the whistling mechanic, in how it functions. I hate how the horse just spawns anywhere. It should exist in the world like you do. You should have to tie it up. If you don’t tie it up, it will stay in the general location you left it, maybe nibbling on some grass or whatnot in the area.

Accessing the horse inventory should require walking up to the horse and selecting a prompt to access the inventory.

I also agree that you shouldn’t be able to carry a ridiculous amount of armor, items, etc. There should various pouches, bags, etc., on the horse, and once filled to capacity, they should look full on the horse. This in turn should cause the horse to have less stamina than normally.

When you remove an item from he horse, once you exit the menu screen, you should see Henry physically access the item from the horse and equip it or put it in his pocket or various backpacks, pouches, that existed during that time.

I love Fallout, but a game like Kingdom Come, I want as much realism as possible. When you’re making a historical game, my biggest interest in the game is about accuracy, realism, etc. Fallout, you can carry so much more than physically possible. All of these items are invisible on your carry, including the dozens of weapons you can carry. When you select a weapon, it is equipped out of thin air.

One thing Assassin’s Creed got right is when you have a sword, you see it sheathed. If you have a gun, you see it on your hip or back area.

I just don’t understand this concept, this idea that realism doesn’t equal fun. I find that bullshit.

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Guys chill, didnt you read?

The great @Vik himself confirmed that iventory will look different:

I dont think that with the horse it will be different.
Just remember that what you can now play is not finished game, not even beta. You play just tiny bits of features.

For me, realism serves higher immersion, which is very important in games I like playing. But in any game, fun gameplay is always priority #1. I don’t thing that strictly 100% realism is always the best approach. It must be thought through together with fun gameplay. It sucks that the right balance is different for everybody… There are people that would get soon bored watching tying the horse animation at each stop. Overencumbered trips from stables to city merchant for selling all the loot is not something I would like to do a lot… Dont get me wrong, I am actually with you with this. Probably its not that hard to make it right. I also think that simplifying these things does not fit the game here. Now I am thinking about how cool realistic horse could be. So believable, that even causals would want to take a good care of him and develop a strong bound with him on their adventures. Not just a thing to move from A to B. I would even prefer to make him mortal. Than I would worry about loosing him in case I am not careful. Hopefully your great AI department can make him clever enough, not to get killed stupidly.

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One solution: So long as your horse is in the same town where you’re shopping, you can access the horse inventory in the shop interface. Handwave it away as hiring someone to lug the junk from the stables to the shop (or vice-versa) for you.

I think Inventory should be really small (some food, two weapons, an armor, some money) and icreaseble with bags.

Also, like some people said, the more you are carrying, the less speed you can walk.

Finally, horses have to have some bags on them because, how can they wear lots items without bags? Under the skin?

The other realism ideas are good, but I distinguish these as the most important.

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Well as the map isn’t that big it can be a cool idea to have a house or at least rent a personal chest to store some “precious” items without being forced to bring them everywhere.

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