Belt Ideas - Condensed?

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Belt Ideas - Condensed?

Postby FrisianDude » Sun Apr 04, 2010 5:41 pm

Similarly, a fisherman's hat with space for extra hooks, baits, lures and strings could be nice too. :)
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Re: Belt Ideas - Condensed?

Postby Jackard » Sun Apr 04, 2010 6:37 pm

Killface wrote:Perhaps some sort of "Wield" command or something (as if the adventure menu wasn't cluttered enough D=) that could cycle through belted items? 1-4 presses yields the weapon you need?

I was thinking more like automatically:

empty hands when lifting objects
arming shield when entering combat
drawing sword when using sting
drawing bow when using shoot
saw held offhand when making boards
etc.

the only reason you'd want a way of equipping these somehow beforehand (instead of say taking them straight from the inventory) is to determine what is chosen automatically, you might be carrying more than one weapon/tool or not want to use something at all
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Belt Ideas - Condensed?

Postby Killface » Mon Apr 05, 2010 2:43 am

FrisianDude wrote:Similarly, a fisherman's hat with space for extra hooks, baits, lures and strings could be nice too. :)


I would add this, but I feel like thats what the inventory is for. I could get behind a net of some sort, or minnow bucket or whatever, to store what u catch?

I only say this because i intend to add new and good ideas as they're contributed, to keep the post relevant and (hopefully) implementable.
Jackard wrote:kvc has eleven secret herbs and spices
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Re: Belt Ideas - Condensed?

Postby Bonsoy » Mon Apr 05, 2010 7:50 am

So many good ideas. I was thinking that inventory space should somehow be condensed. Like 4 feathers shouldn't take up the same space as a board. Maybe things that are light can become stackable?
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Re: Belt Ideas - Condensed?

Postby ImpalerWrG » Mon Apr 05, 2010 9:43 am

I really like the Auto-equipping stuff, would it perhaps replace the whole 'hand' slot concept, the player can put some items on these 'scabbard' slots and they just equip to the doll when appropriate while still being retained in the scabbard slot for interactions like stowing in inventory/dropping. I could see up to 4 such slots being reasonable. But their are some issues like resolving ambiguity, like am a drawing my longsword or my mace? or my bone-saw or my iron-saw? A cycle button might not be a bad idea even if stuff is automatic.
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Re: Belt Ideas - Condensed?

Postby Killface » Wed Apr 07, 2010 5:22 pm

Bump
Jackard wrote:kvc has eleven secret herbs and spices
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Re: Belt Ideas - Condensed?

Postby Killface » Mon Apr 12, 2010 4:26 am

Final Bump, seems to have lost momentum =(
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Re: Belt Ideas - Condensed?

Postby sabinati » Mon Apr 12, 2010 4:37 am

hopefully it's on their to-do list
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Re: Belt Ideas - Condensed?

Postby theTrav » Mon Apr 12, 2010 5:21 am

Sounds pretty cool...

How would you expect auto equip to work in combat? You can't have a bow and a shield equipped at the same time, and it doesn't really make sense to allow someone to switch between the two while in combat and still receive the benefits of the shield

Should the bow just automatically go away when it's not being used to take a shot? Should players not be allowed to take a shot while they're in a melee? How does the server determine whether the player is in a melee?

Do people not really care, is it a "more fun to make it unrealistic" scenario?
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Re: Belt Ideas - Condensed?

Postby Jackard » Mon Apr 12, 2010 5:38 am

theTrav wrote:Should the bow just automatically go away when it's not being used to take a shot?
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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