Carts are definitely a must for an inventory system that is going to be anywhere near realistic. Especially when hunting where you may have to haul away a couple hundred pounds or even heavier animal. Or when transporting raw materials such as wood or mined minerals. And taking precautions for maintaining the condition of your weapons also sounds interesting.
the real question is, do you think you can carry all that and move around for over a mile?
letās be realistic here,
normal people would prefer carrying only the necessities, not the junk.
unless you are inspector gadget?
Hello stranger.
Iām not saying you would equip yourself like this for battle, but it is not inappropriate for adventuring around hunting and such. Keep in mind that modern soldiers carry a huge amount of equipment marching significantly further than a mile. Historically, what I am proposing is not exactly unreasonable (see image) so I would argue that it is not so unrealistic to use a backpack with a bow and shield strapped to it and a short sword sheather at the hip.
Since they mentioned on the Kickstarter page that the player character will have āthe need to sleep and eat to stay healthyā, it might work that the player character could fatigue faster or slower based on the weight heās carrying. Meaning that heāll need to rest sooner. Then if you didnāt make it to a building and you had to rest, maybe you wonāt get bonuses for not sleeping in a bed or people may come rob you or try to kill you out in the wilderness. What would also be interesting is if you could shrug off your pack when about to enter combat in order to be more mobile.
I suggest a simple inventory, nothing abundant.
Also I prefer to see the items in the inventory rather, than painted images.
The character menue shown in the video updates are to playful and colourful in my opinion.
So this is my view on the inventory issue.
cheers
i like the inventory art, has a very medieval atmosphere. grim dark black steel inventory is overdone and itās more of a gothic or modern aesthetic.
That sounds pretty phylosophicall and interesting. But how would you implemented that ? What exactly do you mean ?
I think your horses inventory system and some sort of home inventory system will play a large role in deciding what to carry/how to equip your character. I expect Warhorse to go pretty realistic here just based on everything that they have said thus far.
I expect that how you equip your character will be based largely on what your current objectives are and a lot of the time you wonāt be in full armor and need a bow, shield and sword simultaneously.
I also wonder if NPC storage systems could play a role in certain activities such as hunting. A few men out hunting ought to be able to hunt/butcher large game and return it to town on their horses.
I agree with you, Iām fed up with these āiron and steelā inventorys too.
I would be happy about a transparent, simple alternative of the āvanilla-versionā, with no painted icons.
But in the end it all depends on individual taste.
cheers
I would prefer this not happen. Ever. If thereās one thing from āolderā games that needs to be buried is quest items taking up inventory space. If there are to be quest items, they should weigh nothing or a negligible amount and have their own separate inventory space.
Since this game has survival aspects to it, this means I could easily end up with a quest I am essentially forced to do, otherwise I will not be able to eat.
I love games that cater to exploring, survival, and sandbox play style. This mechanic is the exact opposite of all of those. There were a number of '98-'03 games that LOVED using this mechanic and it was the most infuriating thing I had ever encountered. So I have to carry this spear that takes up a quarter of my weight capacity and half my inventory block space halfway across the world in order to get rid of it? Couldnāt drop or trade it either.
Even some MMOs are getting onto the āquest items have their own inventoryā train of thought.
Is it realistic? Not at all.
Does it contribute to āfun game playā? Absolutely not.
Iām all for limiting the inventory for realismās sake, but there must be a good balance between realism and realism that hinders game play enough that it becomes more of a chore than enjoying the game itself.
Surely Iām not the only one that had to spend several hours over the course of one Skyrim game hopping from town to town because the NPCs didnāt have enough money to buy the things I carried? An extreme example, but the basic premise is the same.
You make a valid point concerning the annoyance of quest items taking up inventory space. However if the quest items were not going to be overly heavy/large or you were given the means to transport the quest item then it wouldnāt be so bad. I doubt they would have you travel leagues to deliver one spear. There may be opportunities for you as a blacksmith to craft weapons that you would deliver to clients or something similar. But in those cases you would hopefully have the ability to use a horse or a wagon to more easily transport the weapons.
Totally agree @War . Probably the most frustrating experience in gaming! Even worse is having those same quests glitch and you can never get rid of them (happened to me with the skyrim stones of barenziah, all 24! Lol) I think I know every merchant in Whiterun by heart
Might be a game most of the people here might not have played, but I would love if they made the inventory like the S.T.A.L.K.E.R games.
Looks like : http://zsg.dk/Inventory.php#Inventory
As you can see you CAN fill your inventory with just big and weightless items like Diablo for example. But you can also have many heavy items in your inventory. The less weight you carry the longer you can sprint, and if you have just way to much (Above 50 kilos) itās like riding a turtle tied down to a snail when you walk.
I totally agree with a limited and realistic carry weight - Both from a realism and gameplay standpoint.
I also like 509Dave16ās idea of āshrugging off your packā pre-combat - This kind of action would take a little time to perform and have to have a full animation though. Getting caught mid anim would clearly be pretty fierce and again makes the player make another decision. Lots of little decisions such as this arenāt tedious IMO, but rather combine to build interesting layers of depth.
I think that both item weight and size/carry-ability should play a role in terms of how much you can take.
Weight and size of items should not just affect stamina but mobility as well, depending on the item.
Someone mentioned the Mafia games above - I really enjoyed both games (excellent art and atmosphere IMO). As far as I remember M1 limited how many weapons you could carry whereas with M2 there was no limit. This felt really wrong to me in M2 - Either a lazy design decision or catering to the more casual gamer; either way selecting what weapons you wanted to take with you for a mission and stashing said weapons in the boot of your car first would have been much more realistic and satisfying IMO.
Regarding Mafia 2 - I also hope we wonāt see anything akin to the Playboy magazines or DLC cars which appeared in your garage from the get-go. The first item was completely unnecessary IMO; the second, totally immersion breaking from a story point of view (Vito and his family are poor, but their garage is packed with plenty of expensive autos and his wardrobe full of fine clothes, ermā¦ OK. The items from these DLCs should have instead populated the game world).
Back to KCD: I like the inventory art, plus all the āpledging tierā badges on Kickstarter for that matter - Very well done IMO - The work of the same artist?
Since this is a non-fantasy gameā¦ having a lot of weapons would be pointless. Not like youāre going to have a sword +5, a sword of fire and a sword of ice to beat different enemiesā¦
Iād love to see something similar to Max Payne 3, as someone mentioned. You can have a two handed weapon/sword&shield in your hands, and maybe two smaller ones on the belt (like a dagger and a short sword/mace/etc.) for backup if you drop or break your main one, but no more than that.
I would love to be able to quick and easily grab someone elseās weapon from the ground and fight with it, though. For instances where someone disarms you or breaks your weaponā¦ you quickly grab someoneās shield or sword to defend yourself last second.
It is very possible to carry short sword and shield, a longsword, and a quiver and arrows.
With pouches you can also carry some other items, like a water pouch, and gold purse.
What the impact needs to be though is combat effectiveness. You can carry all of those things, but having a bow and longsword while trying to fight with shortsword and shield will be extremely burdened!
Archers generally either only had a bow and quiver and a long knife or a short sword.
Foot Knights carried a longsword (2 - handed) and a short sword sometimes with a shield - to march in formation against archers. They would use the longswords against mounted combat and against polearm infantry.
Fighting in a formation also let you carry more as you needed to move less. While single combat you would be better with 1 weapon set so you could be extremely agile.
Many good points in this thread. I agree that a realistic inventory system is best. The tricky thing about discouraging carrying multiple looted weapons and/or armor is that you have to make sure the game economy offers other means of making money other than selling your spoils of war. My bet would be that the crafting system will fill this gap.
It really will depend on how āmoneyā is made in the game or how you barter for items with other items (preferred) because as one of those pseudo-OCD people who must pick up anything with a value worth grabbing, I find it annoying to have to, in junction with that philosophy, find a merchant every 10 feet to maximize my optimum gold income because not even being able to afford anything isnāt fun either though it gets too far when you can afford practically everything as wellā¦ perhaps a cap on gold? Like the Zelda games with Rupees? That way I donāt feel compelled to grab every last metalic object on the dudeās body. (It makes sense, people only carry what they can fit in their purse anyway. Never made any sense how I could carry about 5234123 gold pieces effortlessly.
That brings up another point. It shouldnāt be an āinstantly over weightā scenario where I can carry 3 sets of armor, 5 2-handed weapons, a sheild, a bow, an infinite amount of arrows, not to mention my truckload of gold and I can move around just fine but god forbid I pick up that one feather and I canāt go more than 2 inches an hour? Nah, itās gotta be gradual. Less weight, quicker speed and vice versa to a limited extent.
In fact, Iāll go so far as to agree with others mentioning above that itās often quite satisfying to get through a rather challenging situation ill-prepared for the battle at hand wishing āoh if only I had kept that laser rifle just for boss fights rather than my useless tranq gunā (hereās looking to you Deus ex XD) But not in a bad way, itās a challenge worth taking on and accepting your actionsā consequences.
the only other thing Iād have to say about inventory systems, and while I know this is going to be an RPG and you canāt really have an RPG without all the dice rolled numbers so to speak, I would rather not see āDamageā statistics, the āmarket priceā of the item and itās āweightā just by looking at it. I mean really? Who goes into homedepot (a home improvement store in America), picks up a hammer and goesā¦ āYup, 2 pounds, 4.95$, if I swung it, itād prolly do 8 damage.ā ā¦ Noā¦ A metal sword is a metal sword and you learn by experience or training how itās best used on what. No stat numbers :I Though that probably may not happen.
Edit: And kind of a spin off to that last bitā¦ no ārareā weapons with special qualities that make one blade better than another blade of the same type by a SIGNIFICANT degree. Sure, quality of how itās made can affect the metal but not something where two swords of the same caliber act and feel completely different because one is āspecialā.
I doubt this should be a serious concern based on the no magic realistic approach that @warhorse is taking to development. Not sure maybe you could come across ārareā weapons in the game that are from slightly farther away regions that might have different smithing techniques.
While I donāt think they will get completely away from damage stats for weapons, they have talked about the weapon rating system being more in-depth than that, i.e. certain weapons would be stronger for certain types of attacks, and hopefully swords having some sort of ādefensive statā or block capability.