#Inventory rework

13 messages · Page 1 of 1 (latest)

strange spruce
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So far the inventory expansion is great, its a progressive one, however its a bit odd to me that you fit 4 backpacks in order to expand your inventory and seems a bit weird

The idea for the suggestion of a rework would be mainly for two things:

  1. Allow backpacks to be the give the most amount of space (limit it to one backpack slot)
  2. 3 Small slots that expand it a bit more (pouches)

This would affect the appearance of your character and i think it would be a cool addition to give your character more customization.
This isnt removing the inventory but makes it a bit easier and cheaper while keeping the grind a bit, aka not making 4 backpacks to make your incentory

We have small hides from animals like rabbits, which imo can be used for those additional expansion of pouches

The character outside look would change based inventory expansion you have.

Your character would be wearing a backpack, along with pouches and would adapt to the number of pouches you have on your character. Also the idea came from the elk modulatority, imaging being able to somewhat do the same with your character.

1 back pack, 3 pouches. We keep the 4 total inventory expansion slots

Sorry if the idea was a bit hard to understand. This also allows different kinds of packs, a day pack, camping pack for excursions, similar to how escape from tarkov gives you different pack sizes and utility. Base the packs via utility, a bed roll possibly fits the camping pack.

The idea mainly is to adjust the exterior of your character not the full function

valid sentinel
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wanted to add on to this because i like this idea, the other slots could maybe be used for other things as well such as a small lantern holder. basically a light source for the player that they dont have to hold. maybe not have it as effective as other ones but better than a torch. this would also offer trade offs in a way, do you wan more storage or do you want to give yourself some kind of benefit

broken charm
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I hope the devs consider this when they do the armour rework

strange spruce
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Agreed, i would think it would be a similar system to fork off of, i would love the ability to have a torch holder on a backpack, or make a specific pouch for it

hexed river
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isint this what malteiz has done with one of his mods?

night raft
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Yeah, having four entire baskets or backpacks at the same time never quite made sense, lol. The models even overlap and bug out, unless that got fixed already, since all four of them are rendered on top of each other.

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It would have been much neater if we had a dedicated backpack slot and three flexible slots that add to it. Such as extensions to the said backpack and/or belt pouches

strange spruce
hexed river
strange spruce
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Damn, well ill have to take a look at that then

hexed river
vale mica
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yea, expand the storage of the main "real" backpack then add belts with inventory, clothing with inventory, that all add to the global inventory pool (still one box with all inventory slots). The saddle bags carry 24 slots, a human backpack could hold 12 to 15 slots. And you still have the same path... "cloth sack" + cloth attachments -> leather backpack + small leather pouches -> upgraded leather backpack + pouches -> sturdy leather backpack + sturdy belt and sturdy pouches.

The issue would be the mining sack. I don't have a good solution for the 8 vs 10 slots (but only for limited items). Maybe you could have a smaller mining bags that replace pouches.

prime mason
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I'm in! like the idea. However, in my opinion the resource cost should not decrease as a consequence

vale mica
# prime mason I'm in! like the idea. However, in my opinion the resource cost should not decre...

I agree. But I wouldn't sweat 6 or 8 sturdy leather vs a more realistic system. In the end, we always have piles of sturdy leather.

I think you'd have a belt and backpack and clothing system.

10 Belts hold 1 to 5 pouches with 2 slots. (10 total) (rope holds 2 hand baskets, cloth, leather, strudy leather belts hold 3,4,5 pounches)

Those pouches can mix and match mining pouches with 3 slots limited to mining gear.
10-14 Backpack slots (nap sack -> leather ->sturdy leather)
4 Backpack tool fastener upgrades (4).
A helmut attachment for a candle that is light level 4.
Quiver holds arrows and stones (for sling)

You could have a (color coded) master inventory. Blank = any, Blue = mining, yellow = light, red = arrows/stones. And when you pick up an item, the slots it can go in get brighter.

shell zephyr
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I agree. At the very least you would expect storage to be increased by a tier or class type system rather than increasing the number of backpacks.

It should be leather backpack, then additions that are crafted making it leather backpack tier 1 . . . tier 2 . . ., etc. Obviously the same for every backpack type.

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As for a lantern that can be carried passively. I'm not thr biggest fan of that because I think it can detract from the night vision mask.

However, I would be happy with something that has an effective light level to between a small lantern and a temporal necklace that is focused in front of the play to show where you are walking.

It should light the way but make the sides slightly darker forcing you to turn to see around you. It would add to the ambience as well.

rugged oyster
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This general notion has been the plan for several years. It just never makes it into the top priority changes, as it'd also be associated with several other inventory changes, which as a group are (I'm told) more work than one might think.

fiery cipher
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It seems to me that some of these long-term plans for fundamental game systems would really benefit the game if they come to fruition sooner rather than later. I wouldn't necessarily expect more than one major rework per update, and 1.23 seems to be tackling combat, so there's no big rush, but delaying them too much can also lead to an excess of new content just making it increasingly more difficult to rework the underlying systems.

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Either way, my thought on the inventory system is that the hotbar can be considered to actually be the belt, so having dedicated “belt slots” seems rather pointless. Keeping the hotbar as-is and different belts as purely cosmetic clothing items would be quite fine and avoid dumping excess complexity on a new player. Similarly, having “backpack attachments” or “tiers” feels to me like it’s needlessly detailed for what really should be a pretty straightforward feature.

What I would personally suggest to focus on is:

  • 1x back slot for large pack baskets, proper backpacks, frame packs for bulk transport - the main wearable determining primary inventory size,
  • ~2x belt attachments for utility items (e.g. a small lantern) and smaller pouches and bags, functionally identical to backpacks but restricted to narrow item categories (e.g. a seed bag, a hunting bag) or to very small quantities of items per slot (to carry random clutter and miscellaneous items),
  • 1x offhand slot, which, besides shields and torches and the like, could potentially also be used for baskets, bindles, or carrying poles with baskets on each end.

The main reason for using these slots in these specific ways is simply that it would be very intuitive to place each of them in an appropriate place on the seraph model in an aesthetically pleasing way without any overlap. On top of that, having multiple distinct options in different slots could also introduce more interesting tradeoffs in gameplay - say, do you want this basket in the off-hand and a lantern on the belt, or a different pouch on the belt and a walking stick or torch in the off-hand, or maybe both containers but no light? Maybe make some items two-handed, e.g. bows, polearms and certain tools, and you might really have a deep and varied system where complexity is more emergent from all the individual components.

lost girder
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If anything, I don’t think any changes should reduce available slots/ tier below what we currently have

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I do like the idea of more modularity though