SnuggleSnail wrote:I agree with Sevenless. Immersion is more important than mechanics in an MMORPG
I swear its impossible to know when you are being sarcastic, malicious, or actually helpfully.
SnuggleSnail wrote:I agree with Sevenless. Immersion is more important than mechanics in an MMORPG
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
SnuggleSnail wrote:I agree with Sevenless. Immersion is more important than mechanics in an MMORPG
Sevenless wrote:SnuggleSnail wrote:I agree with Sevenless. Immersion is more important than mechanics in an MMORPG
Assuming sarcasm, I'm pretty bad with that but I don't think anyone's surprised I've a touch of 'tism. There is still a balance that needs to be maintained, and you could argue effective inventory "reach" has been expanded massively over the years via crafting out of stockpiles and multiple inventories being opened. To support my point though: Haven has lots of features that split function and immersion purposes. The food and energy system is full of it.
VDZ wrote: But the current situation isn't ideal in either immersion or practical gameplay.
Fierce_Deity wrote:I'm more hoping for something along the lines of a 'crafting station' that can be equipped with various tools or crafting implements & allow the use of any of them within its area of influence. It could hold your cleaver and hammer & have a anvil in its area to allow smithing. Certain inventories could be designated as inputs and others as outputs for your crafting or butchering.
Something like that will probably need object controlled objects though.
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