Suggestion: Pockets - Utility Gilding

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Suggestion: Pockets - Utility Gilding

Postby mrzli » Sun Mar 04, 2018 9:57 pm

So this neat little idea crossed my mind the other day...
What if we had gilding items which wouldn't boost stats/attributes directly but would give utility bonuses instead.

Introducing:
Pockets - pants, shirts and cloaks gilded with pockets would increase inventory space.

Gilding items with pockets would work just like regular gilding with the rate of success depending on various stats etc.

2 variants mainly, one adding horizontal lines of inventory and the second adding vertical lines of inventory. The quality of a pocket could impact the amount of inventory space added.

Image

TL;DR Imagine a world with bigger pockets and fewer merch robes.
Last edited by mrzli on Mon Mar 05, 2018 2:49 am, edited 2 times in total.
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Re: Suggestion: Pockets - Utility Gilding

Postby synaris » Sun Mar 04, 2018 10:04 pm

this would lead to MASSIVE increases in space for everyone and it would be a bit too easy. devaluing backpacks merchant robes ect.

how about if the pockets were only gildable on things that already increased inventory space like merchant gear and backpacks? or make them sync up to increase space, needing a pocket on your shirt pants and cloak to increase space by one bar.
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Re: Suggestion: Pockets - Utility Gilding

Postby mrzli » Sun Mar 04, 2018 10:13 pm

synaris wrote:this would lead to MASSIVE increases in space for everyone and it would be a bit too easy. devaluing backpacks merchant robes ect.

how about if the pockets were only gildable on things that already increased inventory space like merchant gear and backpacks? or make them sync up to increase space, needing a pocket on your shirt pants and cloak to increase space by one bar.


What if pockets were really hard to craft and would require a certain credo to unlock in the first place? Making them more end-game where they wouldn't be a major game changer, just adding some convenience?
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Re: Suggestion: Pockets - Utility Gilding

Postby synaris » Sun Mar 04, 2018 10:17 pm

then they would be traded all over the place within days by an end game faction and even players who have just started can trade some lingonberries or something at the community fair to get them.
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Re: Suggestion: Pockets - Utility Gilding

Postby mrzli » Sun Mar 04, 2018 10:23 pm

Well you can't have too much space and I hear people talking about it a lot. Still sounds like a good idea to me.
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Re: Suggestion: Pockets - Utility Gilding

Postby synaris » Sun Mar 04, 2018 10:30 pm

your ignoring my point entirely. it devalues endgame things such as travelers sacks and merchant robes/pants.
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Re: Suggestion: Pockets - Utility Gilding

Postby Granger » Sun Mar 04, 2018 11:30 pm

It would make sense to remove the inventory expansion from merc robes (and reduce them in price a bit) but enable to craft pockets that can be gilded on stuff that goes into the robe slot.

Effect would be that not everyone would run around with a merc anymore but dosn't allow inflating the inventory further than we already can.
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Re: Suggestion: Pockets - Utility Gilding

Postby Onep » Sun Mar 04, 2018 11:50 pm

Granger wrote:It would make sense to remove the inventory expansion from merc robes (and reduce them in price a bit) but enable to craft pockets that can be gilded on stuff that goes into the robe slot.

Effect would be that not everyone would run around with a merc anymore but dosn't allow inflating the inventory further than we already can.

Sounds reasonable! I like this idea better. Also, the Kozuhk and Druid Robes look the best, but I hate missing out on that handy-dandy inventory.
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Re: Suggestion: Pockets - Utility Gilding

Postby Thedrah » Mon Mar 05, 2018 3:28 am

could it be a 2x2 area or so? like right-click the equip piece and add/remove stuff like a container. but can't unequip with items in it ofc
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Re: Suggestion: Pockets - Utility Gilding

Postby MagicManICT » Mon Mar 05, 2018 9:00 pm

Thedrah wrote:could it be a 2x2 area or so? like right-click the equip piece and add/remove stuff like a container. but can't unequip with items in it ofc

IIRC, that's how they did it in Salem, except it is more like the current toolbelt where you could take the equipment off and it stayed in there (been a long while, could be remembering wrong). It was a pain in the ass at first. Some UI reworks made it slightly better, but it was still a bit cumbersome. (I'm not sure if it could have been done better than it was without changing the whole inventory system, though.)

I know it's not the first time this has come up, but I don't recall anything that jorb mentioned specifically without digging.
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